Hi Ian,
I'm trying to implement a dart throwing algorithm for variable radius darts. The idea is that we put down a lot of points and then mark them for deletion, based on their radius. With this setup we can use point clouds for fast proximity queries.
I attached the hip file of the current state. The vex code is in ‘/obj/grid_object/DARTS_STATE’. I found an answer to my previous question, and now I'm using a separate pcunshaded loop for marking points as ‘pending’ before I iterate them in a pciterate loop. This way I can tell for sure if they are already processed or not.
It seems for me that the values of an unshaded channel is undefined, and not zero.
Thanks
Mate
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Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
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Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
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Hi Ian,
thanks for your answer, which explained the infinite loop behavior. My code wasn't prepared to shade all the points.
The implication of this is that I can't use pcunshaded for my task. I would use pciterate instead of it, but I don't know how to check that a point is shaded or not instide a pciterate loop.
Is that possible?
Mate
ps.: Of course I will send the hip file, but first I would like to understand the possibilities and limitations. Maybe I misuse this whole thing.
thanks for your answer, which explained the infinite loop behavior. My code wasn't prepared to shade all the points.
The implication of this is that I can't use pcunshaded for my task. I would use pciterate instead of it, but I don't know how to check that a point is shaded or not instide a pciterate loop.
Is that possible?
Mate
ps.: Of course I will send the hip file, but first I would like to understand the possibilities and limitations. Maybe I misuse this whole thing.
Houdini Lounge » pcunshaded in SOP context
- gadfly16
- 65 posts
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Hi,
I'm trying to implement a VEX SOP that needs to reuse information from the previous iteration of the code. Point clouds and in particular a pcunshaded loop combined with pcexport would be a perfect match for my goals, since the algorithm needs to mark points by their proxymity to the point being processed.
Unfortunately loops of pcunshaded seems to get stuck in an infinite loop in H11.
Is pcunshaded intended to work in SOP context or is it limited to SHOPs?
Thanks in advance
Mate
I'm trying to implement a VEX SOP that needs to reuse information from the previous iteration of the code. Point clouds and in particular a pcunshaded loop combined with pcexport would be a perfect match for my goals, since the algorithm needs to mark points by their proxymity to the point being processed.
Unfortunately loops of pcunshaded seems to get stuck in an infinite loop in H11.
Is pcunshaded intended to work in SOP context or is it limited to SHOPs?
Thanks in advance
Mate
Technical Discussion » Strange (possibly buggy) behavior of parented fetch object
- gadfly16
- 65 posts
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Technical Discussion » Strange (possibly buggy) behavior of parented fetch object
- gadfly16
- 65 posts
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Hi everyone,
if a fetch object has a parent, the fetch object's transform doesn't reflect the changes of the parent object's transform despite the ‘use parent transform of this object’ toggle is checked.
I think it's not the intended behavior because if I unset and re-set the toggle the changes appear as I expect. Also if the file is saved and re-loaded the changes make their effect.
The situation is present in h10 and h11 too.
Cheers
Mate
if a fetch object has a parent, the fetch object's transform doesn't reflect the changes of the parent object's transform despite the ‘use parent transform of this object’ toggle is checked.
I think it's not the intended behavior because if I unset and re-set the toggle the changes appear as I expect. Also if the file is saved and re-loaded the changes make their effect.
The situation is present in h10 and h11 too.
Cheers
Mate
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