vd->lhit Surface ID
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/10/2004 at 10:19, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.5+
Platform: Mac OSX ;
Language(s) : C.O.F.F.E.E ; C++ ;---------
Hello,
maybe someone can shed some light on what numbers the vd->lhit function reads out within Output(PluginShader* sh, ChannelData* cd) routine.
I thought that this gives back the vertex id of the rendered polygon, but it doesn't. The lhit value gives slightly higher numbers or even negative values back when the second CPU starts to kick in rendering the same polygon.
Isn't there a way to get the real polygon id back from within a channel shaders Output routine? -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/10/2004 at 11:05, xxxxxxxx wrote:
Just to add this:
I already tried to use TraceGeometry, but it gives the same wrong result for the poly id even when using vd->lhit=0 in advance. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/10/2004 at 03:35, xxxxxxxx wrote:
I am sorry,
I missed the ID_to_Obj command which also gives the local polygon id.