All right, thank a lot.
I agree about the speed. Unfortunately my knowledge in c++ is very
limited, the time it would require me to write such a command is
unavailable right now :-(
Cheers
Bernard
On Nov 27, 2007 11:24 AM, Andy Nicholas <andy(at)andynicholas.com> wrote:
> It's basically going to be like this for each polygon inside that 1D array
> of polygons:
>
> [N, i1, i2, i3, i4, i5...]
>
> where N gives the number of indices for that polygon. It'd then be
> followed by more definitions until you reach the end of the array.
>
> But looking at it, it does seem slightly tricky to use as you'll have to
> go through every single polygon skipping the indices to total up how many
> triangles each polygon uses (based on numtriangles = numindices-2).
>
> I'd advise you to write a C++ command to get the information because a)
> using a script to do this willalmost certainly be pretty slow, and b)
> there's a GetTriangleCount() method in the C++ CGeometryAccessor class
> which does exactly what you want already.
>
> Cheers
>
> Andy
>
>
>
> > Thanks Guillaume and Andy.
> >
> > Sorry for being obtuse, but I don't quite understand what the doc says
> > about the polygon data returned by the call:
> >
> > 2) polygon data: ordered array of polygon definitions,
> > each polygon is defined by a list of elements,
> > the first element of a polygon definition must be set with the number
> > of indices for that polygon.
> > The ordering of vertices must respect a ccw ordering to get out going
> > normals (right-hand rule).
> > E.g. array of polygons with 4 indices each e.g. {4,0,1,4,3,4,1,2,5,4... }
> >
> > Sorry but this is almost chinese for me. I mean heck, I just want to
> > know how many polygons there are in the object. An unsubdivided sphere
> > gives me an array length of 304, where it has 96 quads and 16
> > triangles......
> >
> >
> > Thanks
> > Bernard
> >
> >
> >
> >
> >
> > On Nov 27, 2007 10:25 AM, Guillaume Laforge <guillaume(at)alamaison.fr>
> > wrote:
> >> Hi Bernard,
> >>
> >> The GetApproximatedMesh method gives you the description of the
> >> sudivided mesh. Maybe you can find triangles count from there ?
> >>
> >> My non subdived 1/2
> >>
> >>
> >> Guillaume Laforge | La Maison
> >>
> >>
> >>
> >> Bernard Lebel a écrit :
> >>
> >> > Hello,
> >> >
> >> > Is there a way to find out, in scripting, the "output" triangle count?
> >> > For instance, when I run something like
> >> >
> >> > logmessage( selection(0).activeprimitive.geometry.triangles.count );
> >> >
> >> > no matter how high the geoapprox setting is, it's always returning the
> >> > same value. I'd like to know how many triangles there are *after* the
> >> > geometry approximation.
> >> >
> >> >
> >> > Thanks
> >> > Bernard
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