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I have a question about the .lxs (1.x format) import mechansim in 2.3. I've try to port an old generator and the only problem I get is an error for a shape (trianglemesh) which has float uv.
if ((uvsProps.GetSize() == 0) || (uvsProps.GetSize() != pointsProp.GetSize()))
throwruntime_error("Wrong trianglemesh/mesh uv list length: " + objName);
In 1.xuv where x,y 2D coords, but in 2.x it seems that that there are 3 value pair required, because of following line uvsProps.GetSize() != pointsProp.GetSize()), so the points array size needs to be the same as the uv array.
I can not find any information about how the uv needs to be in 2.x (also for the new file format), so maybe this is a bug or the are now 3 values per point in the .lxs importer.
Greetings
Tonka
The text was updated successfully, but these errors were encountered:
It is a cut&paste bug (all other vectors have 3 values), I should have fixed the problem in the latest sources.
This problem was probably never spotted because the preferred (and faster) method to define large meshes, both in old Lux and LuxCore, is to use external .ply files instead that inlining information inside the .lxs file.
tonka3000
changed the title
[question/bug?] Correct way of using uv in a mesh imported from a .lxs
Could not import uv values from a mesh shape imported from a .lxs
Jun 17, 2020
.ply is definitely the better way but I have to support both. I used a single .lxs to make it easy to stream it to another device. I'm not aware that can make a single inlined file (if required) with the new format.
You can serialize a complete scene in a single binary file with LuxCore API, it is used, among other things, for network rendering, saving/resuming rendering, etc.
If you use LuxCoreUI, you can load any scene (in .lxs format too) and export in text or binary formats.
Hey,
I have a question about the .lxs (
1.x
format) import mechansim in2.3
. I've try to port an old generator and the only problem I get is an error for a shape (trianglemesh) which hasfloat uv
.Shape exmaple:
Shape "trianglemesh" "point P" [0 0 0 0 210 0 210 0 0 210 210 0 ] "normal N" [0 0 -1 0 0 -1 0 0 -1 0 0 -1 ] "integer indices" [2 0 1 2 1 3 ] "float uv" [0 1 0 0 1 1 1 0 ]
If've looked at the source code here
In
1.x
uv
where x,y 2D coords, but in2.x
it seems that that there are 3 value pair required, because of following lineuvsProps.GetSize() != pointsProp.GetSize())
, so the points array size needs to be the same as theuv
array.I can not find any information about how the
uv
needs to be in2.x
(also for the new file format), so maybe this is a bug or the are now 3 values per point in the .lxs importer.Greetings
Tonka
The text was updated successfully, but these errors were encountered: