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

Howard Trickey howard.trickey at gmail.com
Sun Jul 16 14:48:27 CEST 2017


Ah, now I understand, I think. So what seems to be happening is that the
part of Blender that gets attributes for new vertices created by geometry
operations - which typically interpolate values between the values of old
vertices, is probably only interpolating 3 channels of color and not 4. See
if you can find the part of the code that interpolates values in custom
layers. If you can't, I'll give you a hint after I get back to my computer
later.
On Sun, Jul 16, 2017 at 8:34 AM Darshan kadu <darsh7807 at gmail.com> wrote:

> 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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