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NGLCopying App Help
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@skeldevelopment

Posts: 13

NGLNewbie

Fri, Mar 29 2013


I really want to be able to create a build app, where the user is able to click somewhere on the baseplate and a NGLMesh will be placed in an appropriate grid space. However I'm having problems with duplicating the original mesh in the first place. I have read though the NGLCopying Class Reference but I still don't understand how to paste the mesh without having to create a new variable or even making a new variable completely. I have simply got two textured cubes; one that has a grass texture and one which has a concrete texture. The concrete brick will be used for the building. Im sorry if this is not enough information and there are grammar mistakes because I wrote this on an iPod.
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@dineybomfim

Posts: 571

NGLAdmin

Tue, Apr 9 2013


In response to: @skeldevelopment

Hello buddy,

You don't need to create a "variable", but the copy methods will create another instance.
You can use this instance inside a loop, putting it directly on a collection or even directly inside NGLCamera or a NGLGroup.

But remember from the memory. If you're using ARC, at compiling time it will place the correct release for those copy methods, however make sure you have the understanding of what is going on.
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@skeldevelopment

Posts: 13

NGLNewbie

Sun, Apr 14 2013


In response to: @dineybomfim

Can you please show me a small example of what you mean. The only example of NGLCopying that I have seen says that you need to create a new NGLMesh instance.
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@dineybomfim

Posts: 571

NGLAdmin

Sun, Apr 14 2013


In response to: @skeldevelopment

	
NGLMesh *mesh = [[NGLMesh alloc] initWithFile:@"myMesh.dae" settings:mySettings delegate:nil];

// Creating the group and its meshes.
_group = [[NGLGroup3D alloc] init];
NGLMesh *copyMesh;

unsigned int i;
unsigned int length = 5;
for (i = 0; i < length; i)
{
copyMesh = [mesh copyInstance];
copyMesh.x = mesh.x (0.5f * i);
copyMesh.tag = i;

[_group addObject:copyMesh];

[copyMesh release];
}

[mesh release];

// Creating camera and add meshes from group.
_camera = [[NGLCamera alloc] init];
[_camera addMeshesFromGroup3D:_group];
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