YES! You’ve nailed it. I knew there had to be something simple I overlooked. Thanks a ton, Denis. The macro moves texture vertices around and is run …
Hi Denis. Unfortunately testing the superclass won’t do. An editable poly’s superclass is GeometryClass too but the tool I’m developing works only on…
Please read my first post carefully.
stigatle, I really appreciate that you’re trying to help but my question is about evaluating the class of the object, not of its modifiers.
Hu? What loop? What code? I was wondering if there was a way to evaluate directly the class of an object at a precise point in the stack. The code…
If I understand correctly, in your 3rd image you’re using box mapping. In this case it’s like a planar mapping applied from the three directions only …
For example, with a plane primitive, the UV map is a planar projection going from U=0…1 and V=0…1. W is always zero. (As I expect it, with planar proj…
Thanks for the prompt reply. Works just fine.
@PiXeL_MoNKeY: I don’t do anything different. My code is pretty similar to plastic’s (see the link in his post). Don’t get me wrong. I appreciate that…
PiXeL_MoNKeY: I am listening and I’m aware of the differences between object mesh and texture mesh. We seem to desagree on the meaning of ‘barycentri…
@PiXeL_MoNKeY: I don’t need barycentric coordinates because I want the color at the vertices’ positions, not in the middle of a face. My question was …
Thanks for the tip, harefort. I’m getting there
barycentric coordinates? I’m trying to read the RGB value at a certain location on the surface from a material’s diffuse component, not to locate a po…