JBenghiat Posted May 25, 2018 Share Posted May 25, 2018 Does anyone know how to use the constants in RenderOptionValues.h to read or write those options? I want to make sure the user has "show shadows" turned on in OpenGL. Quote Link to comment
Guest Sangmin Posted May 29, 2018 Share Posted May 29, 2018 I don't think we have such functions to read and write the OpenGL options for each layer, but we are considering to add them. Quote Link to comment
JBenghiat Posted May 31, 2018 Author Share Posted May 31, 2018 On 5/29/2018 at 5:31 PM, Sangmin said: I don't think we have such functions to read and write the OpenGL options for each layer, but we are considering to add them. I've found that you can access settings through the data object specified by kOpenGLDataType, however the data structure doesn't quite match what one would think from the constant list in RenderOptionValues.h. Quote Link to comment
Guest Sangmin Posted May 31, 2018 Share Posted May 31, 2018 Do you need the "show shadows" (= true or false) in Vectorworks scripts? Quote Link to comment
JBenghiat Posted May 31, 2018 Author Share Posted May 31, 2018 1 hour ago, Sangmin said: Do you need the "show shadows" (= true or false) in Vectorworks scripts? Nope, just the SDK. Quote Link to comment
Guest Sangmin Posted May 31, 2018 Share Posted May 31, 2018 "kOpenGLDataType" is the right place to start. BTW, can you access all the source codes? Plus, if I add a new SDK function for Vectorworks 2019, you can use it right away? Or you need to wait until the next release? Quote Link to comment
JBenghiat Posted June 1, 2018 Author Share Posted June 1, 2018 My current project needs to support 2018, though assuming the data format hasn't changed for 2019, it would be easy to recreate the calls. As a start, just adding the correct user data structs to RenderOptionValues.h would be really helpful. Quote Link to comment
Guest Sangmin Posted June 1, 2018 Share Posted June 1, 2018 If I add the following functions for Vectorworks 2019, will it be good enough? gSDK->SetObjectVariable (layerHandle, kOpenGLCastShadow, value); gSDK->GetObjectVariable (layerHandle, kOpenGLCastShadow, value); The first parameter is for the viewport or layers. The second parameter is for the OpenGL options such as Textures, Colors, Anti-Aliasing, Draw Edges, Shadows and so on. The third parameter contains the value. Quote Link to comment
JBenghiat Posted June 21, 2018 Author Share Posted June 21, 2018 That would be useful, though the render options are stored per document, not per layer. Passing either null or the document header would make more sense. Quote Link to comment
Guest Sangmin Posted June 21, 2018 Share Posted June 21, 2018 Okay! I will add one more parameter for the document header when I add those functions. Quote Link to comment
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