I've already got a plugin up and running to test them when they're ready.http://www.hurleyworks.com/media/flash/NewtonBoolean/NewtonBoolean.html
I hope they're going to be *really* fast.

-Bird
Moderators: Sascha Willems, walaber
1>------ Build started: Project: pthread, Configuration: Debug Win32 ------
1>Compiling...
1>pthread.c
1>Creating library...
1>Build log was saved at "file://c:\dev\newton-dynamics-read-only\packages\thirdParty\pthreads.2\Win32\pthread\Debug\BuildLog.htm"
1>pthread - 0 error(s), 0 warning(s)
2>------ Build started: Project: newton, Configuration: debugDll Win32 ------
2>Linking...
2>LINK : Win32/newton/debugDll\newton_d.dll not found or not built by the last incremental link; performing full link
2> Creating library Win32/newton/debugDll/newton_d.lib and object Win32/newton/debugDll/newton_d.exp
2>Embedding manifest...
2>Performing Post-Build Event...
2>Ungültiger Pfad
2>0 Datei(en) kopiert
2>Project : error PRJ0019: A tool returned an error code from "Performing Post-Build Event..."
2>Build log was saved at "file://c:\dev\newton-dynamics-read-only\coreLibrary_300\projects\windows\project_vs2008\Win32\newton\debugDll\BuildLog.htm"
2>newton - 1 error(s), 0 warning(s)
In the mean time you, can call these function after the operations NewtonMeshPolygonize (mesh) and it will clean up the result
how can you demostrate that ther face are disconected.
int vertexCount = NewtonMeshGetPointCount (newtonMesh);
vertices = new dFloat[3 * vertexCount];
normals = new dFloat[3 * vertexCount];
uvs = new dFloat[2 * vertexCount];
memset (uvs, 0, 2 * vertexCount * sizeof (dFloat));
NewtonMeshGetVertexStreams (newtonMesh, 3 * sizeof (dFloat), (dFloat*) vertices, 3 * sizeof (dFloat), (dFloat*) normals,
2 * sizeof (dFloat), (dFloat*) uvs, 2 * sizeof (dFloat), (dFloat*) uvs);
how would you create teh veterx list index list for a mesh like that in lighwave. That will sove the imidiate problem.
Let's Make a Box
Author Ernie Wright
Date 29 May 2001
This is an introductory level plug-in tutorial. We'll be discussing a Modeler plug-in that makes a box. The emphasis in this first installment is on the basic mechanics of writing and compiling a plug-in. We don't want to get bogged down in the specifics of creating geometry, so we'll make a simple shape, and we'll do it in the simplest available way, using the MAKEBOX command. But don't worry, we'll get to some of the cool stuff in later installments.
Our First Box Plug-in
before I read it, can you tell me if this sufficient for make a mesh?
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