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On 06/09/2011 at 07:20, xxxxxxxx wrote:
User Information: Cinema 4D Version: Platform: Language(s) : C++ ;
--------- Hi there,
I am trying to write a plugin, that draws certain values (per vertex) over existing objects. I am not sure what the best way is to archive that. I could write a shader, but the information I want drawn is more a helper when modeling takes place.
The latest idea was to create a Tag similar to VertexMap or WeightMap. I am not sure, though, how to draw over the existing object with my own colors. Does anybody know, how Weight and VertexMap Tags do this? Is this actually possible from within a plugin?
Best Timm
On 06/09/2011 at 07:35, xxxxxxxx wrote:
I'm interested in this as well.
If you choose to write a new Tag, then I guess you could draw the object yourself in the TagData->Draw() function. In this case however, you would also need to disable the drawing of the original object, and I don't know how that could be done.
Keep us updated on your progress!
Best regards /Filip
On 12/09/2011 at 06:08, xxxxxxxx wrote:
The vertexmap tag uses internal core functions. What you can do is to write your own scene hook and override the SceneHookData::DisplayControl, SceneHookData::InitDisplayControl SceneHookData::FreeDisplayControl functions. They allow to set object display mode and vertex colors.
cheers, Matthias
On 28/09/2011 at 03:02, xxxxxxxx wrote:
Thanks, that helps a lot! For everybody else interested in this topic, I also found these two threads:
https://plugincafe.maxon.net/topic/5992/6110_drawing-color-information-object-overlay https://plugincafe.maxon.net/topic/5636/5667_display-control
And on a similar topic: Is it also possible to override drawing altogether to allow for my own default shading algorithms? Like a chrome view mode, or Gooch?
On 28/09/2011 at 03:12, xxxxxxxx wrote:
Originally posted by xxxxxxxx And on a similar topic: Is it also possible to override drawing altogether to allow for my own default shading algorithms? Like a chrome view mode, or Gooch?
Originally posted by xxxxxxxx
Only through the EOGL library. Unfortunatly we can't provide documentation and support for the time being. If you feel brave you can take a look at the gl_test_object.cpp , gl_material.cpp , visualize_channel.cpp , VPInvertImage.cpp and vpstereo.cpp SDK examples though
The EOGL classes and structures reside within c4d_gl.h.