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Found 4 results

  1. Hi, When loading my created mesh objects which I saved before there are no normals anymore in the mesh object. Here is a reproducer: { auto mesh = Unigine::Mesh::create(); mesh->addSurface("0"); mesh->addVertex(Unigine::Math::vec3(1.f, 1.f, 0.f), 0); mesh->addVertex(Unigine::Math::vec3(1.f, 0.f, 1.f), 0); mesh->addVertex(Unigine::Math::vec3(0.f, 1.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addIndex(0, 0); mesh->addIndex(1, 0); mesh->addIndex(2, 0); auto numVertex = mesh->getNumVertex(0); auto numNormals=mesh->getNumNormals(0); std::cout << numVertex << numNormals << std::endl; mesh->save("hello.mesh"); } { auto mesh = Unigine::Mesh::create("hello.mesh"); auto numVertex = mesh->getNumVertex(0); auto numNormals = mesh->getNumNormals(0); std::cout << numVertex << numNormals << std::endl; } It affects versions 2.7.2.1 to 2.8.0.1. Thanks, Sebastian
  2. save .mat file in 2.6.1

    Hello in 2.5 I used int save(const char * name) https://developer.unigine.com/en/docs/2.5/api/library/rendering/class.materials but can't find this method in 2.6.1 https://developer.unigine.com/en/docs/2.6.1/api/library/rendering/class.materials how do I save mat file in 2.6.1? thanks
  3. Hi, In a unigine script, I would like to save a Node (recursively) in a .node file. I've searched in the documentation in the functions of engine.world but it seems that the function saveNode() exists only for C++ and C#. https://developer.unigine.com/en/docs/2.3/api/library/engine/class.world?rlang=usc I've tested anyway the function engine.world.saveNode(file, n) in my unigine script and I was happy (and also surprised) that it works. I need to know : is it an omission in the documentation ? or is it a function that will disapppear later ? Regards
  4. [SOLVED] Saving GUI State

    Is there a mechanism for saving the parameters input into an editor window? Seems trivial and I looked into how it was done for the Materials and Properties dialogs but those only save engine values directly.