ray->vv and ray->pp?

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On 22/03/2005 at 07:36, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   9.1 
Platform:   Windows  ; Mac  ;  Mac OSX  ; 
Language(s) :     C++  ;

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Hi,

why are the vd->ray->vv and vd->ray->pp vectors never filled? Do I need to fill them myself? If so, how are they filled?

Thanks
Katachi

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On 25/03/2005 at 06:20, xxxxxxxx wrote:

Do you have MIP-mapping enabled for the shader? Where are you accessing these vectors? Are ->v and ->p filled?

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On 25/03/2005 at 06:24, xxxxxxxx wrote:

I did so, but it doesn´t help. However, I believe it may be may fault. I am accessing them from within a volume shader with no surface calculation (it´s an environment shader).

I guess that´s why they are not filled? ->v and ->p are filled.

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On 25/03/2005 at 12:51, xxxxxxxx wrote:

I guess I should have been more explicit, but did you set SHADER_MIPSAT in MaterialData::GetRenderInfo()?

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On 25/03/2005 at 12:53, xxxxxxxx wrote:

If you did that, then your explanation sounds likely.

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On 25/03/2005 at 13:49, xxxxxxxx wrote:

yes, I did set SHADER_MIPSAT. If I´d like to fill them, is there a general rule of thumb what they should look like?

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On 25/03/2005 at 13:50, xxxxxxxx wrote:

just to add: spot size etc. are of course not accessible either (resp. not filled)