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Posts posted by C. Andrew Dunning
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Ken -
The quickest way that I know of to simulate the glow/emission is to create a 3D polygon the size of the screen, map an image to it, and turn the shape into an area light. Untoggle "Render Geometry." Not automated and the results are time-consuming to render, but should take seconds instead of hours and the look will be close to what you're wanting.
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You are most welcome...
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You beat me to it...
By entering the right format, spacing, and Structure settings in the OIP, VSx-LED will create a dynamic object that is pretty close to an actual LC drawing - and will map images across the pixels. Attached is an image with the VSx-LED object on the left Martin's drawing on the right showing you how close things are.
Let me know if you have any questions...
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Gary -
The direct link to our VW Plug-Ins is http://www.landrudesign.com/VWPlugIns.htm . Be sure to note the addition of the LED tool - more info @ http://www.landrudesign.com/VSxLED.htm .
If you have questions, feel free to post them here or send them through the e-mail link on the site.
Regards -
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Orso -
Ya know it's bad when you're aging your kids in "Script Years." "This is my son. He's two scripts old..."
;-)
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Orso -
Thanks for posting the file names.
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Jeff -
You are quite welcome!
I think you have discovered what many have come to accept: things ALWAYS take more time than anticipated. My wife translates "I'll be in my office for a few minutes tinkering with a script idea" to be "I'll see you in a week."
Do you want to share a little about your project? I'm now pretty curious...
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Jeff -
Regarding event numbers, I've never seen an actual list. The ones I use I've just picked up along the way. You might want to check out http://www.vectorlab.info/index.php?title=Events for a few.
Regards -
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Jeff -
You are right: quite a can of worms. Once things are working, though, a very useful can.
As to your question, do you have your vsoWidgetPopupClear and vsoWidgetPopuoAdd calls in a "41" event? Someone may correct me if I'm wrong, but I believe that doing that will do what you want.
Regards -
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Here are some things that might help you. They are a collection of things that have been shared with me recently by individuals much wiser than myself, so I take very little credit for anything useful below...
First, what you're wanting to do is quite doable.
Second, you'll want to do a little reading. See Shape Pane Page and the calls under "Document List Handling" @ Main Developer Page . The first link includes a link to an example file that may prove to be quite helpful. (It was to me.)
Third, some particulars:
The following will clear the popup you want to populate:
vsoWidgetPopupClear([Widget/Parameter Number]);
The following will fill the popup w. the list of textures you have generated:
[Resource List ID] := BuildResourceList(97,[Folder Index for Resources],[sub-Folder for Resources],[Number of Resources found]);
If [Number of Resources found] <> 0 then
Begin
For [Count] := 0 to [Number of Resources found] DO
BEGIN
vsoWidgetPopupAdd([Widget/Parameter Number],GetNameFromResourceList([Resource List ID],[Count]+1), GetNameFromResourceList([Resource List ID],[Count]+1) );
END;
End;
Re-read the first link, paying attention to the details.
Let us know how things turn out.
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Jeff -
A few comments that may or may not help:
In working w. textures you'll need to be able to get a given texture's index (via Name2Index) and its handle (via GetObject).
Working another way, you get the index of a texture applied to the PIO via GetTextureRef and then the name via Index2Name. Your test to see if a texture has been assigned is to check for an index value >0.
As to setting the repeat, have a look @ SetTexMapBool. This is a VW09 or newer call that allows you to set horizontal or vertical repeat. You'll need the handle of the 3D object onto which you're mapping the texture and the ID of the part of that element being textured.
Make sense? Enough to get you going again?
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Carl -
FWIW, the way I tend to look @ things like this is that if for less then a day's per diem I can save multiple hours of time it's a good deal. No question that the tools Sam writes definitely fall into this category...
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mrfrood -
Have you looked at the AutoPlot Chain Hoist Tools (http://www.autoplotvw.com/Hoist_Desc.asp)? That suite might already do what you're wanting.
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I haven't tried a fly-over but changing views doesn't appear to be an issue.
Controlling the size and number of the facets in the mesh is part of the challenge and will be a function of how coarse of a mesh my users will find to be acceptable. There is obviously a trade-off between speed/object count and rendering accuracy.
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Did you end up using mesh objects?
Yup. Whereas VW would choke when tube counts approached 200, using this approach lets me get to over quadruple that. If simpler flat elements, I can get in to the thousands w/o issue.
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An update...
I'm finally finding some success. Here is an example of what I've been trying to do.
Thanks for the thoughts...
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Dave and Carl -
Changing the fill color will have to effect. The drape color is the same as the line color. Set the line color to be blue and the drape will be blue...
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Is this going to be a new feature in VideoScreen 4?
Who knows...? I'd hoped something along these lines would have been ready for v2 but a combination of geometry generation and texture mapping challenges have made my hopes take a lot longer to realize than I'd anticipated. The former has been working for a while but the latter has really made my head spin. Every time I got above about 200 or so objects VW just didn't want to play. Things are starting to look up, though...
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If any of you are interested, here's an update:
If I:
1) Create the set of arcs within a group...
2) Convert the group to 3D polys (and, leave as a group)...
3) Convert the group to a mesh...
Things work.
In trying to follow some of Pat's early advice the problem was that I was trying to create the arcs within a "BeginMesh" VectorScript call. Didn't work so well.
I still have some mapping challenges, but at least I'm getting the texture to map in the first place.
Thanks for the thoughts...
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Michael -
I toyed w. the subtraction idea, but headed the other direction when I realized the high object counts.
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Pat -
This is an array that is a mesh. The array is created in a script following a "BeginMesh" call. Using this approach I'm able to map a single Texture across a large number of objects.
FWIW, I had originally taken the approach of individually mapping the Texture to each element in an array - and adjusting the offset appropriately for each. That worked, but VW would choke when I got to a few hundred elements in the array - and I'm needing to be able to map to higher numbers than that.
Is the advice you're offering in-essence doing this, or something different? The closest thing to what you mentioned (that I could find) is one of the settings for "SetTexMapBool." Is this what you're meaning?
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I've attached 2 files:
FlatMesh is an example of the intent of what I'm trying to do - map a single Texture across the array of objects. That image used 3D Polys.
ArcMesh is the array of the arcs onto which I'm trying to map the Texture. This is the one not working.
FWIW, converting the extrusion to 3D Polys didn't seem to fix things.
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Greetings!
I am trying to create a Mesh of an array of extruded arcs. My question: Is this even permissible? I can create the geometry just fine, but Textures applied to the Mesh seem only to be applying to one of the arcs (there are 48).
Am I missing something?
Thanks!
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Assembly -
A few questions:
- Your signature notes 2 different versions of VW. Are you seeing this odd behaviour in both?
- If you're only having the problem in `09, are you running the current update?
- Are your child objects event-enabled?
One of my PIOs uses a similar approach to create parent/child objects. Both the parent and the children are event-enabled. In one of the early releases of `09, I was having issues not unlike yours. NNA fixed a bug, but in the mean-time, turning off the event enabling fixed things @ my end.
Not sure if that helps, but something to consider...
Disabling Linear PIO Resize Handles
in Vectorscript
Posted
I have what may seem like an odd question regarding the "Basic" Control Points / resize handles for Linear PIOs - the ones that define the end-points of the line: Is there a way to hide or, better-yet, keep them visible and simply disable them - given specific criteria?
Thanks!