chadmv
07-14-2009, 02:02 AM
I'm writing a custom viewport and I'm trying to render a mesh that has multiple shader assignments. I get the MGeometry with
MFnSingleIndexedComponent components;
MObject comp = components.create( MFn::kMeshPolygonComponent )
components.addElements( m_faceMaterialIds[i] )
MGeometry geom = MGeometryManager::getGeometry( m_pathMesh, geomRequirements, &comp )
cerr << "verts = " << geom.position().elementCount() << endl;
m_faceMaterialIds only contains the faces of the desired shader and I've verified this. But no matter what I specify for the components, I always get the full mesh. Even when I do
MFnSingleIndexedComponent components;
MObject comp = components.create( MFn::kMeshPolygonComponent )
components.addElement( 10 )
MGeometry geom = MGeometryManager::getGeometry( m_pathMesh, geomRequirements, &comp )
cerr << "verts = " << geom.position().elementCount() << endl;
I still get the full mesh. Am I doing something wrong or is there a problem with this function?
Thanks,
Chad
MFnSingleIndexedComponent components;
MObject comp = components.create( MFn::kMeshPolygonComponent )
components.addElements( m_faceMaterialIds[i] )
MGeometry geom = MGeometryManager::getGeometry( m_pathMesh, geomRequirements, &comp )
cerr << "verts = " << geom.position().elementCount() << endl;
m_faceMaterialIds only contains the faces of the desired shader and I've verified this. But no matter what I specify for the components, I always get the full mesh. Even when I do
MFnSingleIndexedComponent components;
MObject comp = components.create( MFn::kMeshPolygonComponent )
components.addElement( 10 )
MGeometry geom = MGeometryManager::getGeometry( m_pathMesh, geomRequirements, &comp )
cerr << "verts = " << geom.position().elementCount() << endl;
I still get the full mesh. Am I doing something wrong or is there a problem with this function?
Thanks,
Chad
