[Closed] SDK SimpleObject2 Display No Mesh ?
Hi, I have gotten the Display to go through within my SimpleObject2. Although, now it goes thorugh Display, it no longer goes through BuildMesh. Is there anything I’m missing ?? Thanks
A couple of things…
Firstly, to display a mesh in Nitrous viewports you have to implement the Nitrous display functions in your plugin (PrepareDisplay, UpdatePerNodeItems, etc).
Secondly, you have to make sure your plugin/mesh validity is set in such a way that max knows you want to rebuild your mesh at the current time.
are you sure? is it anything new that i’ve missed?
(ps. last time i were with max was a year ago. i can be not in the subject)
Hmm, I could possibly be wrong about that…all I know is that when I ported my max 2013 plugins to max 2016, they wouldn’t display their meshes until I implemented the Nitrous functions. Maybe I did something else wrong
surely that’s all handled for you in simpleobject2, considering most primitives don’t implement their own display code letting their parent class do it.
it’s most likely you need to invalidate the mesh which you can do in simpleobject with
you also should be handling the validity correctly in buildmesh function with regards the param block and example from gsphere…
Ahh Sweet, I thought I had tried the ivalid.SetEmpty(), but maybe not. I shall give a go Thanks for all your help guys