02-29-2024, 08:22 PM
Hello.
I have moved query code to tyParticleInterface.
The only changed in output from tyFlow is that every fish now contains 38 objects instead of 39 before. Every of 38 objects is a bone, not a skin. So 2 questions:
1. tyFlow::tyVector<tyFlow::tyInstanceInfo>* tyInstancesSE = iTF->CollectInstances(scatterNode, tyFlow:
ataFlags::mesh, timeS, timeE, _T("dali"));
Should I delete tyInstancesSE after use?
If I try to call
delete tyInstancesSE;
then it crashes deleting unknown memory block. Note that there are no bits pluginMustDelete set anywhere and I do not touch any internal data. The delete operator recurrently calls delete on internal arrays and crashes somewhere.
2. What should I change in the scene to render the skin, not the bones? I have tried everything without success. If "Enable particle interface" is set, then tyParticleInterface is available and returns bones, not skin.
If checkbox is off, then tyParticleInterface is not available and tyFlow returns (using GetRenderMesh) correct skinned single triangle mesh with all fishes at once that is not appropriate.
Mikhail.
I have moved query code to tyParticleInterface.
The only changed in output from tyFlow is that every fish now contains 38 objects instead of 39 before. Every of 38 objects is a bone, not a skin. So 2 questions:
1. tyFlow::tyVector<tyFlow::tyInstanceInfo>* tyInstancesSE = iTF->CollectInstances(scatterNode, tyFlow:

Should I delete tyInstancesSE after use?
If I try to call
delete tyInstancesSE;
then it crashes deleting unknown memory block. Note that there are no bits pluginMustDelete set anywhere and I do not touch any internal data. The delete operator recurrently calls delete on internal arrays and crashes somewhere.
2. What should I change in the scene to render the skin, not the bones? I have tried everything without success. If "Enable particle interface" is set, then tyParticleInterface is available and returns bones, not skin.
If checkbox is off, then tyParticleInterface is not available and tyFlow returns (using GetRenderMesh) correct skinned single triangle mesh with all fishes at once that is not appropriate.
Mikhail.