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    • G

      Unique texture

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      oganocaliO
      Tgi3D amorph create-texture method uses the existing texture image in creating a unique texture. You could try the trial version for 30 days for free. Ogan
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      Importer in the same wind order

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      G
      thanks TIG. Now i must find a method for import all faces in correct wing order: 1)i see that there is a m_pMesh->GetPolygonPointIndex(m_nCurrPoly+1, m_nCurrPoint+1, &m_idx); is sufficent have the correct indexes of the vertexes for import all in the correct windorder ? 2) or i must separate the importation of vertexes like the sketchup example SkpToXml of the sdk? The sample project do that: extract the loops hr = pFace->get_Loops(&pLoops); long nLoops; hr = pLoops->get_Count(&nLoops); //If this is a simple face (no loops) if (nLoops==1){/////////////////////////////////////////////////////////////////is a simple face //import vertex in counterclockwise order CComPtr<ISkpLoop> pLoop; hr = pFace->get_OuterLoop(&pLoop); CComPtr<ISkpVertices> pVerts; hr = pLoop->get_Vertices(&pVerts); } else ///////////////////////////////////////////////////////////////////is a complex face tessellate it with: pFace->CreateMeshWithUVHelper(3, pUVHelper, &pMesh); and imports vertex in clockwise order????? //there i must place the m_pMesh->GetPolygonPointIndex??? and import in specific order???? ecc.... is sufficent???? Thanks a lot.
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      Face material not set

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      TIGT
      I'm a little uncertain what it is you are requesting A face has a face.material and face.back_material methods - these return 'nil' if there is no actual material assigned to these. There are the equivalent face.material=aaa and face.back_material=bbb - where aaa and bbb are the SUp materials or material 'names' - setting face.material=nil etc removes any material it might have, but this is unnecessary on a 'new' face as it already has 'nil' material. So if you create or 'import' new faces then by default they have no materials assigned to them. You assign materials by reference in your code to a SUp material or by-SKP-material-name (that material must be preexisting) or by-OpenGL-color-name [e.g. 'red'] (that material is auto-made if it doesn't already exist). If you are actually talking about an 'exporter' then you can find the RGB colors of the two default materials in that Style to pass on... or more simply invent two new colors within your code, so the two default materials are consistently made...
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      Gui api in sketchup

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      thomthomT
      C not C++. http://www.ruby-doc.org/docs/ProgrammingRuby/html/ext_ruby.html http://www.rubyinside.com/how-to-create-a-ruby-extension-in-c-in-under-5-minutes-100.html (There is some changed needed for making it work with Ruby SketchUp. TBD got a sample project to get people started: https://github.com/TBD/OpenSUP/tree/master/SUExt The SDK TIG linked to is C++, but that is only for reading and writing .skp files - not communication with SketchUp.
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      Reverse face and uv

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      TIGT
      This really is a very basic concept about face orientation... Most exported and 3rd party renderers assume that the part of the face you want to render is the front of that face, with its applied mamterial [if any]. IF you have a sloppily made model where some faces are the wrong way round - so the back of the face is visible [when most sane people would expect to see the front face] - then it might well look OK in the SKP - Sketchup is quite forgiving... BUT most 3rd party tools will ignore that face's back material completely and simply give it a default material like all of the other back faces which are [usually] unseen [often white/black depending on the app]... and then render the face's front with whatever material it might have [which is then 'unseen'!!!] You need to give your SKP and other app's a chance and model appropriately - not sloppily!!! You should never need to consider a face's back_material IF your model has been made properly. If you have a thin object - like a glazed-window-pane - then it should have two skins [faces], each of which should face out so you never have to see or consider the 'back_material'...
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      Uv c++ and sketchup

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      Sketchup front back face

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      Dan RathbunD
      Try posting to the C++ SDK forum: http://groups.google.com/group/su-sdk-fileshare/topics
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      Back face front face?

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      T
      Your importer will have to handle faces on the world plane as SU always reflips these on import. http://forums.sketchucation.com/viewtopic.php?f=180&t=31887
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