[Bf-cycles] Assign shader to a mesh

Mohamed Sakr 3dsakr at gmail.com
Sat Nov 14 15:34:34 CET 2015


not sure, try to use mesh->reserve and mesh->set_triangle

On Sat, Nov 14, 2015 at 3:43 PM, haggi krey <haggi at haggi.de> wrote:

> Hi,
>
> following the standalone xml reader, I tried to create a shader and
> assign it to my mesh.
> Is it correct that I add the index of the shader in the scene->shaders
> array to the mesh and to the created triangle?
>
> For some reason I get an vector error in util_vector.h if I do it this
> way. ShaderId is set to my self created shader which can be found in the
> scene at index 4:
>
>      Mesh *mesh = new Mesh();
>      scene->meshes.push_back(mesh);
>      Object *object = new Object();
>      object->mesh = mesh;
>      Transform tfm = transform_identity();
>      object->tfm = tfm;
>      scene->objects.push_back(object);
>      mesh->used_shaders.push_back(shaderId);
>
>      vector<float3> P;
>      float3 p0 = { -1, -1, 0 };
>      float3 p1 = { -1, 1,  0 };
>      float3 p2 = {  1, 1,  0 };
>      P.push_back(p0);
>      P.push_back(p1);
>      P.push_back(p2);
>      mesh->verts = P;
>      mesh->add_triangle(0, 1, 2, shaderId, true);
>
> Any idea what could be wrong here?
>
> haggi
>
>
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