sebastian.vesenmayer Posted May 18, 2020 Share Posted May 18, 2020 Hello together, I try to change the indices of an ObjectDynamic during runtime to discard some points in Unigine 2.11. I can call clearIndices() on this object and all geometry vanish. But when I change the index array and set it again. the changed data won't get uploaded and the geometry still looks the same. Any ideas? int AppWorldLogic::init() { // Write here code to be called on world initialization: initialize resources for your world scene during the world start. m_dynamicObject = Unigine::ObjectDynamic::create(); m_dynamicObject->setMaterialNodeType(Unigine::Node::TYPE::OBJECT_MESH_STATIC); m_dynamicObject->setWorldTransform(Unigine::Math::translate(Unigine::Math::Vec3(0.0, -4.0, 1.0))); m_dynamicObject->setMaterial("custom_forward_material","*"); const Unigine::ObjectDynamic::Attribute attributes[]={{ 0, Unigine::ObjectDynamic::TYPE_FLOAT, 3 }}; m_dynamicObject->setVertexFormat(attributes, 1); m_dynamicObject->setSurfaceMode(Unigine::ObjectDynamic::MODE::MODE_POINTS, 0); m_dynamicObject->setBoundBox(Unigine::BoundBox(Unigine::Math::vec3(-10000.f, -10000.f, -10000.f), Unigine::Math::vec3(10000.f, 10000.f, 10000.f))); Unigine::Math::vec3 position; for (int i = 0; i < 1000; ++i) { for (int j = 0; j < 100; ++j) { position = Unigine::Math::vec3(i, j, 1.f); m_dynamicObject->addVertexFloat(0, position, 3); } } m_indices = new int[100000]; for (int index = 0; index < 100000; ++index) { m_indices[index] = index; } m_dynamicObject->setIndicesArray(m_indices, 100000); return 1; } //////////////////////////////////////////////////////////////////////////////// // start of the main loop //////////////////////////////////////////////////////////////////////////////// int AppWorldLogic::update() { static int counter=1; if (counter % 120 == 0) { m_dynamicObject->clearIndices(); } else if(counter % 120 == 60) { for (int i = 0; i < 100000; ++i) { m_indices[i] = (rand() % 2 == 1) ? i : 0; } m_dynamicObject->setIndicesArray(m_indices, 100000); } counter++; return 1; } Link to comment
morbid Posted May 18, 2020 Share Posted May 18, 2020 Hello Sebastian, Please try calling flushIndicies after setIndicesArray. Let me know if this won't help. Thanks. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
sebastian.vesenmayer Posted May 18, 2020 Author Share Posted May 18, 2020 Thanks morbid, it works :) Can you add a hint to the documentation of the method setIndicesArray? Link to comment
morbid Posted May 18, 2020 Share Posted May 18, 2020 Sure, already forwarded this case to colleagues :) Thank you for pointing this out. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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