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| Wireframe not displaying right away
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Hello,
I’m writing a modifier which changes lots of things in a mesh, including geometry, topology and texture mapping.
It works well in the case of a smooth or facet rendering, but I have problems with the wireframe: I must move a viewport a little bit if I want the output mesh to be drawn.
As my modifier “animates” the object along with time, I am unable to preview the resulting animation in the viewport.
I specify that I change all these channels in the modifier specs, I invalidate the Geom and topo caches, I call the “PointsWereChanged” method and I update the associated validity…
Does anyone know which flag I miss ?
Thanks a lot for your help,
Best regards,
Etienne
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Well, it works much better now !
the strange thing is that I changed something not related to wireframe: when creating the UV sets for my object, I was doing something like this:
for (<all the desired UV maps>)
{
mesh.InitMap() //fill in the map }
Changing this code to this:
for (<all the desired UV maps>)
mesh.InitMap() for (<all the desired UV maps>) //fill in the map
solved everything… weird !
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I’ve also noticed I get better results using the following at the end of my Modify method:
os->obj->UpdateValidity( ChannelsChanged(), valid )
os->obj->SetChannelValidity( TOPO_CHAN_NUM, valid )
os->obj->SetChannelValidity( GEOM_CHAN_NUM, valid )
os->obj->SetChannelValidity( TEXMAP_CHAN_NUM, valid )
Where “valid” usually is set to Interval(time,time).
Also, check your bounding box to make sure it is ok.
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