force triangles of RayPolygon
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On 04/01/2015 at 00:25, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 13+
Platform: Windows ;
Language(s) : C++ ;---------
I need to process a RayObject RayPolygon* in 1 go, so I need to make sure that it contains only triangles!! , quads are BAD and undesirable, how to do this?the problem is in 2 things:
1- quad can be split into 2 ways....
2- it makes the whole process much slower due to check polygon by polygon for its c,d points "to detect if it is a triangle or not" .the plugin is a VideoPost plugin, the data is for a render engine
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On 04/01/2015 at 11:34, xxxxxxxx wrote:
Why not just do a Triangulate() call before you start your processing either on the original or a clone of the Polygon object. Then RayPolygon* should be triangulated by default.
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On 04/01/2015 at 20:24, xxxxxxxx wrote:
Hi Robert,
it is kinda difficult this way, I use RayObjects to avoid interacting with the Document itself, so I don't have to handle particle systems, MoGraph, or HyperNurbs "which Quadify the triangles!!!"
was asking if there is any message or an easy way to force triangles when generating RayObjects
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On 05/01/2015 at 09:13, xxxxxxxx wrote:
Hello,
the polygon data of a RayObject links to the polygon data of the original PolygonObject. So no triangles can be forced.
A little bit faster way to get the state of the polygon is to use
GetRayPolyState()
[URL-REMOVED].best wishes,
Sebastian
[URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
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On 05/01/2015 at 22:21, xxxxxxxx wrote:
thanks Sebastian