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On 31/07/2012 at 15:28, xxxxxxxx wrote:
Cinema 4D Version: 12
Language(s) : C++ ;
how can I access the subdivided object from within a shader at rendertime? Is this possible? I need to calculate some geometry based entities ...
Why has the sid of the BaseVolumeData, sometimes a high negative value, when SPD is enabled?
On 04/08/2012 at 21:42, xxxxxxxx wrote:
The subdivided object is not stored anywhere. Only the needed parts of it are cached and used as needed. As far as I know that geometry is not accessible, but can be computed using the VolumeData calls (*CentralDisplace* ). The local indices (uu, vv) can be computed from the sid.
The large negative values represent a flag in the highest bit, it should be detected and removed. The flag informs of the orientation of the sub poly (don't remember the details now)... Maybe someone else can add more?
On 09/08/2012 at 14:46, xxxxxxxx wrote:
Thank you for the informations. I'll have another look at those methods .. but the docs don't say a lot about spd ... very hard to figure this stuff out.