[Soc-2017-dev] vertex paint project - ply exporter

Darshan kadu darsh7807 at gmail.com
Sun Jul 16 14:34:10 CEST 2017


I divided the mesh by subdivide option in the toolshelf on the left side in
the edit mode.

On 16-Jul-2017 5:42 PM, "Howard Trickey" <howard.trickey at gmail.com> wrote:

> Darshan,
>
> I'm away from computer until later today, so can't check this right now.
> But I thought when I tried a few days ago that when I added a subdivision
> modifier, I saw drawing done by some function in subsurf_ccg.c. Did you
> subdivide some other way?
>
> One way you can discover for yourself which function is drawing the faces
> is to start single stepping in a debugger after hitting a breakpoint in
> draw_mesh_paint.
>
>
>
> On Sun, Jul 16, 2017 at 7:37 AM Darshan kadu <darsh7807 at gmail.com> wrote:
>
>> Hello, Mr. Howard,
>>
>> I am still not able to figure out why some faces have different color.
>> As, you said that it is an only one case, but other cases
>> like emDM_drawMappedFaces this is used in edit mode and I didn't see
>> control getting in it while in vertex mode, same goes with
>> the ccgDM_drawMappedFaces.  So, this two may not be the reason for this
>> behavior.
>>
>> I printed out the colors of the vertices, here also all the vertices had
>> the same color if i assign them the same color along with the alpha.
>>
>> I tried glEnable to blend for both the conditions i.e. setDrawOptions
>> NULL and non-NULL . Still no output.
>>
>> If we look at the Fabio's patch, he added glEnable to
>> the cdDM_drawFacesTex_common but control don't go in that function if  we
>> are in solid mode. How Fabio would have handled this problem?
>> It works properly for alpha 0 and 255 but not for intermediate values.
>>
>> Can the way in which mesh gets divided be the reason for it?
>> Thank you ,
>>
>>
>> On Fri, Jul 14, 2017 at 4:24 PM, Howard Trickey <howard.trickey at gmail.com
>> > wrote:
>>
>>> Darshan,
>>> The changes I suggested were just a start to get it working in the most
>>> basic case. Good that you got the basic alpha display working!
>>>
>>> So far, you changed cdDM_drawMappedFaces, which is used to draw the
>>> faces for a basic type of derived mesh. But there are other kinds of
>>> derived meshes too, and you should try to figure out how to change those
>>> too, if you can.  Search for drawMappedFaces in the blenkernel/intern
>>> directory and you will see the other versions of the drawing function. When
>>> you add a Subdivision Surface modifier, the drawing function will
>>> be ccgDM_drawMappedFaces in subsurf_ccg.c .  See if you can figure out
>>> yourself how to change the function. See if you can figure out in what
>>> circumstances other versions of the drawMappedFaces function are called,
>>> and whether or not you think those are important cases to fix.
>>>
>>> Another case where the current code doesn't work for displaying alpha is
>>> when you have pushed the 'Face selection used for masking' or 'Vertex
>>> selection used for masking' buttons in vertex paint.  You may want to see
>>> if you can figure out how to fix those cases too.
>>>
>>> I put some hints on how the drawing code works in the basic case in our
>>> shared notes, doc, https://docs.google.com/document/d/
>>> 1SX6ASWpYPoJ3EYJri8bX3BfXC5e-mOmraZkKMH8z4_U
>>>
>>> You can generally figure out stuff like this yourself by putting
>>> breakpoints at interesting places in the code and step through from the
>>> breakpoints, to see what code is called, what direction tests go, etc.
>>>
>>>
>>> On Fri, Jul 14, 2017, 5:00 AM Darshan kadu <darsh7807 at gmail.com> wrote:
>>>
>>>> Hello, Mr. Howard,
>>>>
>>>> I have pushed the suggested changes. It is working properly for the
>>>> meshes without subdividing.
>>>> But after the subdivide it is giving the rectangularly shaped spots. I
>>>> tried, but I am not getting any hints. What can be happening?
>>>>
>>>> Thank you,
>>>>
>>>>
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>
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