Display Control Issue



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/08/2011 at 11:28, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R12.048 
    Platform:    Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Howdy,

    There's an issue with R12 display control and HyperNURBS.

    What I'm doing in ToolData::InitDisplayControl() is turning off the display of the HN Mesh using:

    displayBD->SetParameter(DescLevel(BASEDRAW_DISPLAYFILTER_SDS),GeData(FALSE),DESCFLAGS_SET_0);
    

    ... and then turning it back on in TooData::FreeDisplayControl() using:

    displayBD->SetParameter(DescLevel(BASEDRAW_DISPLAYFILTER_SDS),dispFilterSDS,DESCFLAGS_SET_0);
    

    ... the "dispFilterSDS" is a class member variable to store the current setting before turning it off.

    But, the viewport is still displaying the HN Mesh in R12.048. Seems like it was working fine in previous versions. At the moment, it works fine in R9.6 through R11.5. I can't remember if it was working in R12 versions prior to 12.048, because I don't have any of those versions installed anymore.

    Is this a bug, or did something change and I have to alter my code to accommodate the change?

    Adios,
    Cactus Dan



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 11/08/2011 at 06:14, xxxxxxxx wrote:

    What is displayBD?

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 11/08/2011 at 09:13, xxxxxxxx wrote:

    Howdy,

    That's simply a member variable to store the BaseDraw pointer when InitDisplayControl() is called to be used when FreeDisplaycontrol() is called, since the BaseDraw is not passed to that function:

    displayBD = bd;
    

    Adios,
    Cactus Dan



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 18/08/2011 at 09:00, xxxxxxxx wrote:

    Howdy,

    Any word on this?

    Or, is there a way to display the colors on the HyperNURBS mesh itself, when painting over the cage points?

    Adios,
    Cactus Dan



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/08/2011 at 08:04, xxxxxxxx wrote:

    Sorry for the delay. I'll try to find an answer for this.

    cheers,
    Matthias



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

    On 22/08/2011 at 10:18, xxxxxxxx wrote:

    Howdy,

    Thanks, Matthias. 😉

    Adios,
    Cactus Dan



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

    On 23/11/2011 at 18:48, xxxxxxxx wrote:

    Howdy,

    Anything yet?

    Adios,
    Cactus Dan



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

    On 01/12/2011 at 04:43, xxxxxxxx wrote:

    Hi Dan, sorry for the late reply.

    Or, is there a way to display the colors on the HyperNURBS mesh itself, when painting over the cage points?

    As far as I know not, or maybe over a scene hook. The vertex map tag seems to do something like this. The joint weight painting on the other hand requires the user to disable the HyperNURBS before painting.

    Btw. I was able to switch on/off the HyperNURBS display filter in Init/FreeDisplayControl without problems.

    Here my test code:

      
    class LiquidToolData : public ToolData  
    {  
      public:  
          LiquidToolData() { m_bdisplayfilter = TRUE; }  
          virtual Bool InitDisplayControl(BaseDocument *doc, BaseContainer &data, BaseDraw *bd, const AtomArray *active);  
          virtual void FreeDisplayControl(void);  
          virtual Bool DisplayControl(BaseDocument *doc, BaseObject *op, BaseObject *chainstart, BaseDraw *bd, BaseDrawHelp *bh, ControlDisplayStruct &cds);  
      
      private:  
          Bool m_bdisplayfilter;  
    };  
      
    Bool LiquidToolData::InitDisplayControl(BaseDocument *doc, BaseContainer &data, BaseDraw *bd, const AtomArray *active)  
    {  
      GeData d;  
      
      if (!bd->GetParameter(DescLevel(BASEDRAW_DISPLAYFILTER_SDS), d, DESCFLAGS_GET_0)) return FALSE;  
      
      m_bdisplayfilter = d.GetBool();  
      
      return bd->SetParameter(DescLevel(BASEDRAW_DISPLAYFILTER_SDS), GeData(FALSE), DESCFLAGS_SET_0);  
    }  
      
    void LiquidToolData::FreeDisplayControl()  
    {  
      BaseDocument *doc = NULL;  
      doc = GetActiveDocument();  
      if (!doc) return;  
      
      BaseDraw *bd = NULL;  
      bd = doc->GetActiveBaseDraw();  
      if (!bd) return;  
      
      bd->SetParameter(DescLevel(BASEDRAW_DISPLAYFILTER_SDS), m_bdisplayfilter, DESCFLAGS_SET_0);  
    }  
      
    Bool LiquidToolData::DisplayControl(BaseDocument *doc, BaseObject *op, BaseObject *chainstart, BaseDraw *bd, BaseDrawHelp *bh, ControlDisplayStruct &cds)  
    {  
      return TRUE;  
    }  
    

    cheers,
    Matthias



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

    On 01/12/2011 at 09:06, xxxxxxxx wrote:

    Howdy,

    Thanks for the reply Matthias, but your code isn't actually working. It's only turning on the display of the cage mesh, so that both the cage mesh and the HyperNURBS mesh are displaying.

    I copied your code to the Liquid tool in the sdk project, and here is the result:

    You can see that both the cage mesh and the HyperNURBS mesh are displaying.

    That creates a problem with my weight painting tool with both meshes visable:

    Maybe your test object was such that when the cage mesh displayed, it completely covered the HyperNURBS mesh? Can you test it again on your end?

    Adios,
    Cactus Dan



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

    On 02/12/2011 at 05:59, xxxxxxxx wrote:

    Yeah, you are right. I think it's neccesary to really disable the HyperNURBS.

    I have asked the developers about the HyperNURBS coloring. I'll let you know when I get an answer.

    cheers,
    Matthias



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

    On 02/12/2011 at 06:01, xxxxxxxx wrote:

    Howdy,

    Maybe it is a bug or something, because it was working fine prior to R12?

    Adios,
    Cactus Dan



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

    On 02/12/2011 at 06:15, xxxxxxxx wrote:

    Btw. my code is simply disabling the HN Mesh display filter. This should not cause to display both the control mesh and the HN mesh. Maybe there is something else in your code or test scene?

    cheers,
    Matthias



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

    On 02/12/2011 at 07:01, xxxxxxxx wrote:

    Howdy,

    Yes, the code you posted is supposed to turn off the HN display, but it isn't. What it's doing instead is simply turning on the display of the control mesh's polygons.

    Here is your code with a simple cube in a HyperNURBS:

    The display is set to lines so you can see that the HN mesh is only hidden by the cube, but it is still displaying.

    That's why I'm thinking it is a bug or something.

    Edit:
    Could it also be that prior to R12 is where the bug is that was allowing it to work from within a tool's display control when it wasn't supposed to work there?

    Adios,
    Cactus Dan



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

    On 02/12/2011 at 07:19, xxxxxxxx wrote:

    I need to do make some more tests. I'll let know as soon as I find out something.

    Btw. I got an answer on the HyperNURBS coloring. This is not really possible or at least requires alot of drawing on your side.

    cheers,
    Matthias



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

    On 02/12/2011 at 07:39, xxxxxxxx wrote:

    Howdy,

    OK, thanks.

    I'm also considering to test moving the code to turn HN off and on, up to the ToolData::Init() and ToolData::Free() functions to see if it will work there.

    It's just that it worked so nicely before R12 from within the display control because when the user selected an object that was not a joint weighted to the skin, the HN display would return, and it would be nice to see it working that way again. That's how it worked with the Claude Bonet tool.

    Adios,
    Cactus Dan



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

    On 24/12/2011 at 15:11, xxxxxxxx wrote:

    Howdy,

    Well, I moved the code to turn off HyperNURBS to the ToolData::Init() and to turn it back on in the ToolData::Free() and it works from there.

    This seems to confirm my sus**cion that the issue of it not working from the display control functions, is an R12/R13 bug.

    Adios,
    Cactus Dan



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

    On 05/01/2012 at 07:20, xxxxxxxx wrote:

    Howdy,

    So, is this issue a bug? And if so, will it be fixed at some point in R13?

    Adios,
    Cactus Dan


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