SetDrawParameter & LineZOffset



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 28/09/2006 at 14:27, xxxxxxxx wrote:

    You should really test when Draw is called. What the docs mention is about the Execute function.

    Theoretically it should be safe. However first you must get a pointer the corresponding ObjectData instance for your object. The safest way to do it is probably by using the message function with MSG_RETRIEVEPRIVATEDATA. And return/send whatever data you need. You could actually send the BaseDraw Pointer and call the object draw function as reaction on the message.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 28/09/2006 at 14:56, xxxxxxxx wrote:

    You can also get the node data using something like this (not illegal and it works) :

    MyObject* myo = static_cast<MyObject*>(obj->GetNodeData());

    This allows you to call methods in your ObjectData. Just make sure to check for NULL and heed the advice about virtual functions.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 28/09/2006 at 15:30, xxxxxxxx wrote:

    Howdy,

    Well, thanks for all the help, but I may end up abandoning the idea.

    I noticed that the tag's Draw() function gets called three times, and that seems a bit too often to be branching out to each joint just to draw them on top of the polygon mesh. :o(

    Anyway, I am curious to know how the bones are doing it, though.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/09/2006 at 03:28, xxxxxxxx wrote:

    GetNodeData(), thanks for the hind. I was looking for something like this, but could not find it.

    I still suggest that using a SceneHook will work. It allows more control over when the drawing happens ( highlight pass ) and the draw function should always be called. I'm convinced that bones are drawn this way.

    It would be nice now to know for sure... Mikael ? David ?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/09/2006 at 09:28, xxxxxxxx wrote:

    Howdy,

    > Quote: Originally posted by Michael Welter on 29 September 2006
    >
    > * * *
    >
    > GetNodeData(), thanks for the hind. I was looking for something like this, but could not find it.
    >
    >
    > * * *

    Yes, I knew about that. It works well for being able to communicate between your plugin classes, to retrieve pointers to stored data.

    > Quote: _I still suggest that using a SceneHook will work. It allows more control over when the drawing happens ( highlight pass ) and the draw function should always be called. I'm convinced that bones are drawn this way.
    >
    > * * *
    _


    I may give that a try, but maybe for the next update of the plugin. ;o)

    > Quote: It would be nice now to know for sure... Mikael ? David ?
    >
    > * * *
    >
    > * * *

    Yes, I would like to know for sure, too.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/10/2006 at 11:43, xxxxxxxx wrote:

    It's surely a hack to call the object's Draw() function from the tag's, but I can't see how it could be dangerous. More like code reuse... :-)
    The Scenehook solution might be the simplest, though, provided that its Draw() function is always called after objects'.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/10/2006 at 20:24, xxxxxxxx wrote:

    Howdy,

    Thanks Mikael, I'll consider giving that a try when I do another update. ;o)

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/02/2007 at 13:48, xxxxxxxx wrote:

    Dan,

    Did you ever find a solution here and what was it? :)

    I am looking into something similar for my bones while some other related features are added.

    If you went with a SceneHook, how do you do the drawing? Do you recurse the document's objects for you own and draw them then?

    Thanks!

    Robert



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/02/2007 at 13:58, xxxxxxxx wrote:

    Howdy,

    Nope, not yet. :o(

    Actually, I haven't tried it anymore, and just went on to other things.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/02/2007 at 14:18, xxxxxxxx wrote:

    Hello Dan,

    Nothing huh?

    Well, if I find a way, it will be posted here. :)

    Thanks!



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/02/2007 at 14:25, xxxxxxxx wrote:

    Howdy,

    Cool, good luck with it.

    It just seemed like too much to do, and there were more important things for me to solve.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/06/2007 at 11:10, xxxxxxxx wrote:

    Howdy,

    OK, I think I'm going to give this a shot again, but I have no idea how to use a scene hook or how to even set one up. There is no example of a SceneHookData plugin in the SDK project. I've found some bits and pieces of code here on the cafe, but not a complete example.

    I'm going to see if I can figure this out from the bits and pieces, but I'll welcome any complete example anyone is willing to share. ;)

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/06/2007 at 22:56, xxxxxxxx wrote:

    Howdy,

    Well, I figured out how to set up the SceneHookData and it works!

    Seems that if I draw in screen coordinates using the 2D drawing functions, it draws on top of the polygon mesh using the SCENEHOOKDRAW_ACTIVE_PASS flag. Since I'm only drawing lines anyway, that works out great.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/06/2007 at 12:44, xxxxxxxx wrote:

    Great news, Dan!

    Please post a screenshot so we can see the cool results (this could be over at CGTalk if you like).



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/06/2007 at 13:46, xxxxxxxx wrote:

    Howdy,

    Here is the result:

    I had to write my own dotted line drawing routine, though, using BaseDraw's Point2D() function.

    Adios,
    Cactus Dan



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/06/2007 at 21:36, xxxxxxxx wrote:

    Very nice, Dan. I may have to speak with you on how you accomplished this with a SceneHook in the future. :)

    Take care,


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