Material from the Rayobject

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On 12/10/2006 at 00:59, xxxxxxxx wrote:

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Hi all,

what's the best way to get basematerial from a rayobject?

Cheers
Renato T.

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 14/11/2006 at 10:20, xxxxxxxx wrote:

I have a rayobject from volume data.
I know that this rayobject have texcnt texture tag because there are some selections on it.
I would know how i can get these reference to the tag from each raypolygons.

Thanks
Renato T.

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On 14/11/2006 at 10:23, xxxxxxxx wrote:

or, Can i get the baseselect from the rayobject?

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On 16/11/2006 at 00:30, xxxxxxxx wrote:

See TexData::restrict in the docs for a small code example of what it sounds like you want.

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On 16/11/2006 at 03:08, xxxxxxxx wrote:

Hi Mikael,

i seen it, i was hoping to a easier way.. :)

Cheers
Renato T.

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On 16/11/2006 at 10:51, xxxxxxxx wrote:

Hi Mikael,

From the RayObject SDK documentation i see that:

LONG restriction_index;
Index to restriction table.

where is this restriction table? What is it?

and..

ULONG** rsadr

can you tell me more about it? seem that for each texture the rscnt is incremented.

Thanks
Renato

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On 17/11/2006 at 23:29, xxxxxxxx wrote:

Any Help?

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On 23/11/2006 at 12:58, xxxxxxxx wrote:

The 'rsadr' is defined implicitly by the code snippet at 'restrict':

    
    
      if (tex->restrict)  
      {  
        if (!sd->op || sd->op->type!=O_POLYGON || tex->restrict>=sd->op->rscnt || !sd->op->rsadr[tex->restrict]) return FALSE;  
        
        LONG num;  
        sd->ID_to_Obj(id,&num);  
        
        if (!(sd->op->rsadr[tex->restrict][num>>5]&(1<<(num&31)))) return FALSE;  
      }  
      return TRUE;

I.e. it's a double array with the restriction index on the left-most axis and the rest hidden in a clever bitfield.