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/** Polygonal meshes can be created minimally by specifying "P". NSI's C++ API provides an easy interface to pass parameters to all NSI API calls through the Args class. */ NSI::Context nsi; nsi.Create( "simply polygon", "mesh" ); NSI::ArgumentList mesh_args; float points[3*4] = { ... /* insert your favorite 4 points here */}; mesh_args.Add( NSI::Argument::New( "P" ) ->SetType( NSITypePoint ) ->SetCount( 4 ) ->SetValuePointer( const_cast<float*>(points) ); nsi.SetAttribute( "simple polgyon", mesh_args ); |
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nsi.Create( "translation", "transform" ); nsi.Connect( "translation", NSI_SCENE_ROOT ); nsi.Connect( "simple polygon", "", "translation", "objects" ); double trs[16] = { 1., 0., 0., 0., 0., 1., 0., 0., 0., 0., 1., 0., 0., 1., 0., 1. /* transalte 1 unit in Y */ }; nsi.SetAttribute( "translation", NSI::DoubleMatrixArg("transformationmatrix", trs) ); |
Instacing is as simple as connecting geometry to different attributes (yes, instances of instances supported).
Assigning Shaders
Shaders are created as any other nodes using the NSICreate
API call. They are not assigned directly on geometry but through an intermediate attributes nodes. Having an extra indirection allows for more flexible export as we will see in the following chapters.
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