  | | | MObject from 'objectId ' ? | MObject from 'objectId ' ? 2003-11-25 - By Martin Leguizamon
Back Rob,
> Basically you have to triangulize your whole scene > and then store it into some format of your own, ordered > in primitive id order. There is some code from an > archive thread about this. Now when rendering you > can look up the primitive id in each of your shape > structures and can compare the vertex positions of > the triangle being rendered with the vertex positions > you have previously stored. Now if you have a match, > you can associate the object id with the shape. > Next time you get an object id which has already been > found you obiously don't need to go through the search > process again.
Thanks for the tips. That is exactly what I implemented months ago in my shaders. See:
http://products.provide3d.com/polyData http://products.provide3d.com/cpvData
Seems that there is no other way to do it. Is any Alias developer reading this mailing ?
Martin
-- Martin Leguizamon PROVIDE3D Developments http://www.provide3d.com - contact@(protected) +54 (341) 447-3389
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