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In this example we will show how to create a GeometryData-object and fill it with some basic data. Vertex Coordinates are stored on a per-vertex basis, with 3 floats / vertex (the x, y and z values). Texture Coordinates are stored on per-corner basis, with 2 floats / corner (u and v values). Then there is also the VertexID array, on a per-corner basis that contains the ID for each vertex that the corner uses.

cpp
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT License. 

#include <string>
#include <stdlib.h>
#include <filesystem>
#include <future>
#include "SimplygonLoader.h"


void SaveScene(Simplygon::ISimplygon* sg, Simplygon::spScene sgScene, const char* path)
{
	// Create scene exporter. 
	Simplygon::spSceneExporter sgSceneExporter = sg->CreateSceneExporter();
	std::string outputScenePath = std::string("output\\") + std::string("GeometryData") + std::string("_") + std::string(path);
	sgSceneExporter->SetExportFilePath(outputScenePath.c_str());
	sgSceneExporter->SetScene(sgScene);
	
	// Run scene exporter. 
	auto exportResult = sgSceneExporter->Run();
	if (Simplygon::Failed(exportResult))
	{
		throw std::exception("Failed to save scene.");
	}
}

void CheckLog(Simplygon::ISimplygon* sg)
{
	// Check if any errors occurred. 
	bool hasErrors = sg->ErrorOccurred();
	if (hasErrors)
	{
		Simplygon::spStringArray errors = sg->CreateStringArray();
		sg->GetErrorMessages(errors);
		auto errorCount = errors->GetItemCount();
		if (errorCount > 0)
		{
			printf("%s\n", "CheckLog: Errors:");
			for (auto errorIndex = 0U; errorIndex < errorCount; ++errorIndex)
			{
				Simplygon::spString errorString = errors->GetItem((int)errorIndex);
				printf("%s\n", errorString.c_str());
			}
			sg->ClearErrorMessages();
		}
	}
	else
	{
		printf("%s\n", "CheckLog: No errors.");
	}
	
	// Check if any warnings occurred. 
	bool hasWarnings = sg->WarningOccurred();
	if (hasWarnings)
	{
		Simplygon::spStringArray warnings = sg->CreateStringArray();
		sg->GetWarningMessages(warnings);
		auto warningCount = warnings->GetItemCount();
		if (warningCount > 0)
		{
			printf("%s\n", "CheckLog: Warnings:");
			for (auto warningIndex = 0U; warningIndex < warningCount; ++warningIndex)
			{
				Simplygon::spString warningString = warnings->GetItem((int)warningIndex);
				printf("%s\n", warningString.c_str());
			}
			sg->ClearWarningMessages();
		}
	}
	else
	{
		printf("%s\n", "CheckLog: No warnings.");
	}
	
	// Error out if Simplygon has errors. 
	if (hasErrors)
	{
		throw std::exception("Processing failed with an error");
	}
}

void RunExample1(Simplygon::ISimplygon* sg)
{
	// 4 separate triangles, with 3 vertices each and 3 sets of UV coordinates each. They make up 2 
	// quads, where each quad has the same set of UV coordinates. 
	const int vertexCount = 12;
	const int triangleCount = 4;
	const int cornerCount = triangleCount * 3;
	
	// 4 triangles x 3 indices ( or 3 corners ). 
	int cornerIds[] = 
	{
		0, 1, 2, 
		3, 4, 5, 
		6, 7, 8, 
		9, 10, 11
	};
	
	// 12 vertices with values for the x, y and z coordinates. 
	float vertexCoordinates[] = 
	{
		0.0f, 0.0f, 0.0f, 
		1.0f, 0.0f, 0.0f, 
		1.0f, 1.0f, 0.0f, 
		1.0f, 1.0f, 0.0f, 
		0.0f, 1.0f, 0.0f, 
		0.0f, 0.0f, 0.0f, 
		1.0f, 0.0f, 0.0f, 
		2.0f, 0.0f, 0.0f, 
		2.0f, 1.0f, 0.0f, 
		2.0f, 1.0f, 0.0f, 
		1.0f, 1.0f, 0.0f, 
		1.0f, 0.0f, 0.0f
	};
	
	// UV coordinates for all 12 corners. 
	float textureCoordinates[] = 
	{
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f, 
		0.0f, 0.0f, 
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f, 
		0.0f, 0.0f
	};
	
	// Create the Geometry. All geometry data will be loaded into this object. 
	Simplygon::spGeometryData sgGeometryData = sg->CreateGeometryData();
	
	// Set vertex- and triangle-counts for the Geometry. 
	// NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
	// loaded into the GeometryData. 
	sgGeometryData->SetVertexCount(vertexCount);
	sgGeometryData->SetTriangleCount(triangleCount);
	
	// Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
	Simplygon::spRealArray sgCoords = sgGeometryData->GetCoords();
	
	// Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
	// know what vertices to use. 
	Simplygon::spRidArray sgVertexIds = sgGeometryData->GetVertexIds();
	
	// Must add texture channel before adding data to it. 
	sgGeometryData->AddTexCoords(0);
	Simplygon::spRealArray sgTexcoords = sgGeometryData->GetTexCoords(0);
	
	// Add vertex-coordinates array to the Geometry. 
	sgCoords->SetData(vertexCoordinates, vertexCount * 3);
	
	// Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
	// uses. 
	sgVertexIds->SetData(cornerIds, cornerCount);
	
	// Add texture-coordinates array to the Geometry. 
	sgTexcoords->SetData(textureCoordinates, cornerCount * 2);
	
	// Create a scene and a SceneMesh node with the geometry. 
	Simplygon::spScene sgScene = sg->CreateScene();
	Simplygon::spSceneMesh sgSceneMesh = sg->CreateSceneMesh();
	sgSceneMesh->SetName("Mesh1");
	sgSceneMesh->SetGeometry(sgGeometryData);
	sgScene->GetRootNode()->AddChild(sgSceneMesh);
	
	// Save example1 scene to Example1.obj. 	
	printf("%s\n", "Save example1 scene to Example1.obj.");
	SaveScene(sg, sgScene, "Example1.obj");
	
	// Check log for any warnings or errors. 	
	printf("%s\n", "Check log for any warnings or errors.");
	CheckLog(sg);
}

void RunExample2(Simplygon::ISimplygon* sg)
{
	// Same as RunExample1, but now the vertices are shared among the triangles. 
	const int vertexCount = 6;
	const int triangleCount = 4;
	const int cornerCount = triangleCount * 3;
	
	// 4 triangles x 3 indices ( or 3 corners ). 
	int cornerIds[] = 
	{
		0, 1, 2, 
		0, 2, 3, 
		1, 4, 5, 
		1, 5, 2
	};
	
	// 6 vertices with values for the x, y and z coordinates. 
	float vertexCoordinates[] = 
	{
		0.0f, 0.0f, 0.0f, 
		1.0f, 0.0f, 0.0f, 
		1.0f, 1.0f, 0.0f, 
		0.0f, 1.0f, 0.0f, 
		2.0f, 0.0f, 0.0f, 
		2.0f, 1.0f, 0.0f
	};
	
	// UV coordinates for all 12 corners. 
	float textureCoordinates[] = 
	{
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f, 
		0.0f, 0.0f, 
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f, 
		0.0f, 0.0f
	};
	
	// Create the Geometry. All geometry data will be loaded into this object. 
	Simplygon::spGeometryData sgGeometryData = sg->CreateGeometryData();
	
	// Set vertex- and triangle-counts for the Geometry. 
	// NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
	// loaded into the GeometryData. 
	sgGeometryData->SetVertexCount(vertexCount);
	sgGeometryData->SetTriangleCount(triangleCount);
	
	// Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
	Simplygon::spRealArray sgCoords = sgGeometryData->GetCoords();
	
	// Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
	// know what vertices to use. 
	Simplygon::spRidArray sgVertexIds = sgGeometryData->GetVertexIds();
	
	// Must add texture channel before adding data to it. 
	sgGeometryData->AddTexCoords(0);
	Simplygon::spRealArray sgTexcoords = sgGeometryData->GetTexCoords(0);
	
	// Add vertex-coordinates array to the Geometry. 
	sgCoords->SetData(vertexCoordinates, vertexCount * 3);
	
	// Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
	// uses. 
	sgVertexIds->SetData(cornerIds, cornerCount);
	
	// Add texture-coordinates array to the Geometry. 
	sgTexcoords->SetData(textureCoordinates, cornerCount * 2);
	
	// Create a scene and a SceneMesh node with the geometry. 
	Simplygon::spScene sgScene = sg->CreateScene();
	Simplygon::spSceneMesh sgSceneMesh = sg->CreateSceneMesh();
	sgSceneMesh->SetName("Mesh2");
	sgSceneMesh->SetGeometry(sgGeometryData);
	sgScene->GetRootNode()->AddChild(sgSceneMesh);
	
	// Save example2 scene to Example2.obj. 	
	printf("%s\n", "Save example2 scene to Example2.obj.");
	SaveScene(sg, sgScene, "Example2.obj");
	
	// Check log for any warnings or errors. 	
	printf("%s\n", "Check log for any warnings or errors.");
	CheckLog(sg);
}

void RunExample3(Simplygon::ISimplygon* sg)
{
	// Same as RunExample1, but now all corner-data is stored as vertex-data, in a packet format. 
	// Since the 2 vertices where the quads meet don't share same UV, they will be 2 separate vertices, 
	// so 4 vertices / quad as opposed to 6 / quad in RunExample1, and only 6 for whole mesh in 
	// RunExample2. 
	const int vertexCount = 8;
	const int triangleCount = 4;
	const int cornerCount = triangleCount * 3;
	
	// 4 triangles x 3 indices ( or 3 corners ). 
	int cornerIds[] = 
	{
		0, 1, 2, 
		0, 2, 3, 
		4, 5, 6, 
		4, 6, 7
	};
	
	// 8 vertices with values for the x, y and z coordinates. 
	float vertexCoordinates[] = 
	{
		0.0f, 0.0f, 0.0f, 
		1.0f, 0.0f, 0.0f, 
		1.0f, 1.0f, 0.0f, 
		0.0f, 1.0f, 0.0f, 
		1.0f, 0.0f, 0.0f, 
		2.0f, 0.0f, 0.0f, 
		2.0f, 1.0f, 0.0f, 
		1.0f, 1.0f, 0.0f
	};
	
	// UV coordinates for all 8 vertices. 
	float textureCoordinates[] = 
	{
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f, 
		0.0f, 0.0f, 
		1.0f, 0.0f, 
		1.0f, 1.0f, 
		0.0f, 1.0f
	};
	
	// Create the PackedGeometry. All geometry data will be loaded into this object. 
	Simplygon::spPackedGeometryData sgPackedGeometryData = sg->CreatePackedGeometryData();
	
	// Set vertex- and triangle-counts for the Geometry. 
	// NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
	// loaded into the GeometryData. 
	sgPackedGeometryData->SetVertexCount(vertexCount);
	sgPackedGeometryData->SetTriangleCount(triangleCount);
	
	// Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
	Simplygon::spRealArray sgCoords = sgPackedGeometryData->GetCoords();
	
	// Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
	// know what vertices to use. 
	Simplygon::spRidArray sgVertexIds = sgPackedGeometryData->GetVertexIds();
	
	// Must add texture channel before adding data to it. 
	sgPackedGeometryData->AddTexCoords(0);
	Simplygon::spRealArray sgTexcoords = sgPackedGeometryData->GetTexCoords(0);
	
	// Add vertex-coordinates array to the Geometry. 
	sgCoords->SetData(vertexCoordinates, vertexCount * 3);
	
	// Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
	// uses. 
	sgVertexIds->SetData(cornerIds, cornerCount);
	
	// Add texture-coordinates array to the Geometry. 
	sgTexcoords->SetData(textureCoordinates, cornerCount * 2);
	
	// Create a scene and a SceneMesh node with the geometry. 
	Simplygon::spScene sgScene = sg->CreateScene();
	Simplygon::spSceneMesh sgSceneMesh = sg->CreateSceneMesh();
	sgSceneMesh->SetName("Mesh3");
	Simplygon::spGeometryData sgGeometryData = sgPackedGeometryData->NewUnpackedCopy();
	sgSceneMesh->SetGeometry(sgGeometryData);
	sgScene->GetRootNode()->AddChild(sgSceneMesh);
	
	// Save example3 scene to Example3.obj. 	
	printf("%s\n", "Save example3 scene to Example3.obj.");
	SaveScene(sg, sgScene, "Example3.obj");
	
	// Check log for any warnings or errors. 	
	printf("%s\n", "Check log for any warnings or errors.");
	CheckLog(sg);
}

int main()
{
	Simplygon::ISimplygon* sg = NULL;
	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
	if( initval != Simplygon::EErrorCodes::NoError )
	{
		printf( "Failed to initialize Simplygon: ErrorCode(%d)", (int)initval );
		return int(initval);
	}

	RunExample1(sg);
	RunExample2(sg);
	RunExample3(sg);

	Simplygon::Deinitialize(sg);

	return 0;
}
csharp
// Copyright (c) Microsoft Corporation. 
// Licensed under the MIT License. 

using System;
using System.IO;
using System.Threading.Tasks;

public class Program
{
    static void SaveScene(Simplygon.ISimplygon sg, Simplygon.spScene sgScene, string path)
    {
        // Create scene exporter. 
        using Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter();
        string outputScenePath = string.Join("", new string[] { "output\\", "GeometryData", "_", path });
        sgSceneExporter.SetExportFilePath(outputScenePath);
        sgSceneExporter.SetScene(sgScene);
        
        // Run scene exporter. 
        var exportResult = sgSceneExporter.Run();
        if (Simplygon.Simplygon.Failed(exportResult))
        {
            throw new System.Exception("Failed to save scene.");
        }
    }

    static void CheckLog(Simplygon.ISimplygon sg)
    {
        // Check if any errors occurred. 
        bool hasErrors = sg.ErrorOccurred();
        if (hasErrors)
        {
            Simplygon.spStringArray errors = sg.CreateStringArray();
            sg.GetErrorMessages(errors);
            var errorCount = errors.GetItemCount();
            if (errorCount > 0)
            {
                Console.WriteLine("CheckLog: Errors:");
                for (uint errorIndex = 0; errorIndex < errorCount; ++errorIndex)
                {
                    string errorString = errors.GetItem((int)errorIndex);
                    Console.WriteLine(errorString);
                }
                sg.ClearErrorMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: No errors.");
        }
        
        // Check if any warnings occurred. 
        bool hasWarnings = sg.WarningOccurred();
        if (hasWarnings)
        {
            Simplygon.spStringArray warnings = sg.CreateStringArray();
            sg.GetWarningMessages(warnings);
            var warningCount = warnings.GetItemCount();
            if (warningCount > 0)
            {
                Console.WriteLine("CheckLog: Warnings:");
                for (uint warningIndex = 0; warningIndex < warningCount; ++warningIndex)
                {
                    string warningString = warnings.GetItem((int)warningIndex);
                    Console.WriteLine(warningString);
                }
                sg.ClearWarningMessages();
            }
        }
        else
        {
            Console.WriteLine("CheckLog: No warnings.");
        }
        
        // Error out if Simplygon has errors. 
        if (hasErrors)
        {
            throw new System.Exception("Processing failed with an error");
        }
    }

    static void RunExample1(Simplygon.ISimplygon sg)
    {
        // 4 separate triangles, with 3 vertices each and 3 sets of UV coordinates each. They make up 2 
        // quads, where each quad has the same set of UV coordinates. 
        const int vertexCount = 12;
        const int triangleCount = 4;
        const int cornerCount = triangleCount * 3;
        
        // 4 triangles x 3 indices ( or 3 corners ). 
        int[] cornerIds = new int[]
        {
            0, 1, 2, 
            3, 4, 5, 
            6, 7, 8, 
            9, 10, 11
        };
        
        // 12 vertices with values for the x, y and z coordinates. 
        float[] vertexCoordinates = new float[]
        {
            0.0f, 0.0f, 0.0f, 
            1.0f, 0.0f, 0.0f, 
            1.0f, 1.0f, 0.0f, 
            1.0f, 1.0f, 0.0f, 
            0.0f, 1.0f, 0.0f, 
            0.0f, 0.0f, 0.0f, 
            1.0f, 0.0f, 0.0f, 
            2.0f, 0.0f, 0.0f, 
            2.0f, 1.0f, 0.0f, 
            2.0f, 1.0f, 0.0f, 
            1.0f, 1.0f, 0.0f, 
            1.0f, 0.0f, 0.0f
        };
        
        // UV coordinates for all 12 corners. 
        float[] textureCoordinates = new float[]
        {
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f, 
            0.0f, 0.0f, 
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f, 
            0.0f, 0.0f
        };
        
        // Create the Geometry. All geometry data will be loaded into this object. 
        Simplygon.spGeometryData sgGeometryData = sg.CreateGeometryData();
        
        // Set vertex- and triangle-counts for the Geometry. 
        // NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
        // loaded into the GeometryData. 
        sgGeometryData.SetVertexCount(vertexCount);
        sgGeometryData.SetTriangleCount(triangleCount);
        
        // Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
        Simplygon.spRealArray sgCoords = sgGeometryData.GetCoords();
        
        // Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
        // know what vertices to use. 
        Simplygon.spRidArray sgVertexIds = sgGeometryData.GetVertexIds();
        
        // Must add texture channel before adding data to it. 
        sgGeometryData.AddTexCoords(0);
        Simplygon.spRealArray sgTexcoords = sgGeometryData.GetTexCoords(0);
        
        // Add vertex-coordinates array to the Geometry. 
        sgCoords.SetData(vertexCoordinates, vertexCount * 3);
        
        // Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
        // uses. 
        sgVertexIds.SetData(cornerIds, cornerCount);
        
        // Add texture-coordinates array to the Geometry. 
        sgTexcoords.SetData(textureCoordinates, cornerCount * 2);
        
        // Create a scene and a SceneMesh node with the geometry. 
        Simplygon.spScene sgScene = sg.CreateScene();
        Simplygon.spSceneMesh sgSceneMesh = sg.CreateSceneMesh();
        sgSceneMesh.SetName("Mesh1");
        sgSceneMesh.SetGeometry(sgGeometryData);
        sgScene.GetRootNode().AddChild(sgSceneMesh);

        
        // Save example1 scene to Example1.obj.         
        Console.WriteLine("Save example1 scene to Example1.obj.");
        SaveScene(sg, sgScene, "Example1.obj");
        
        // Check log for any warnings or errors.         
        Console.WriteLine("Check log for any warnings or errors.");
        CheckLog(sg);
    }

    static void RunExample2(Simplygon.ISimplygon sg)
    {
        // Same as RunExample1, but now the vertices are shared among the triangles. 
        const int vertexCount = 6;
        const int triangleCount = 4;
        const int cornerCount = triangleCount * 3;
        
        // 4 triangles x 3 indices ( or 3 corners ). 
        int[] cornerIds = new int[]
        {
            0, 1, 2, 
            0, 2, 3, 
            1, 4, 5, 
            1, 5, 2
        };
        
        // 6 vertices with values for the x, y and z coordinates. 
        float[] vertexCoordinates = new float[]
        {
            0.0f, 0.0f, 0.0f, 
            1.0f, 0.0f, 0.0f, 
            1.0f, 1.0f, 0.0f, 
            0.0f, 1.0f, 0.0f, 
            2.0f, 0.0f, 0.0f, 
            2.0f, 1.0f, 0.0f
        };
        
        // UV coordinates for all 12 corners. 
        float[] textureCoordinates = new float[]
        {
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f, 
            0.0f, 0.0f, 
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f, 
            0.0f, 0.0f
        };
        
        // Create the Geometry. All geometry data will be loaded into this object. 
        Simplygon.spGeometryData sgGeometryData = sg.CreateGeometryData();
        
        // Set vertex- and triangle-counts for the Geometry. 
        // NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
        // loaded into the GeometryData. 
        sgGeometryData.SetVertexCount(vertexCount);
        sgGeometryData.SetTriangleCount(triangleCount);
        
        // Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
        Simplygon.spRealArray sgCoords = sgGeometryData.GetCoords();
        
        // Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
        // know what vertices to use. 
        Simplygon.spRidArray sgVertexIds = sgGeometryData.GetVertexIds();
        
        // Must add texture channel before adding data to it. 
        sgGeometryData.AddTexCoords(0);
        Simplygon.spRealArray sgTexcoords = sgGeometryData.GetTexCoords(0);
        
        // Add vertex-coordinates array to the Geometry. 
        sgCoords.SetData(vertexCoordinates, vertexCount * 3);
        
        // Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
        // uses. 
        sgVertexIds.SetData(cornerIds, cornerCount);
        
        // Add texture-coordinates array to the Geometry. 
        sgTexcoords.SetData(textureCoordinates, cornerCount * 2);
        
        // Create a scene and a SceneMesh node with the geometry. 
        Simplygon.spScene sgScene = sg.CreateScene();
        Simplygon.spSceneMesh sgSceneMesh = sg.CreateSceneMesh();
        sgSceneMesh.SetName("Mesh2");
        sgSceneMesh.SetGeometry(sgGeometryData);
        sgScene.GetRootNode().AddChild(sgSceneMesh);

        
        // Save example2 scene to Example2.obj.         
        Console.WriteLine("Save example2 scene to Example2.obj.");
        SaveScene(sg, sgScene, "Example2.obj");
        
        // Check log for any warnings or errors.         
        Console.WriteLine("Check log for any warnings or errors.");
        CheckLog(sg);
    }

    static void RunExample3(Simplygon.ISimplygon sg)
    {
        // Same as RunExample1, but now all corner-data is stored as vertex-data, in a packet format. 
        // Since the 2 vertices where the quads meet don't share same UV, they will be 2 separate vertices, 
        // so 4 vertices / quad as opposed to 6 / quad in RunExample1, and only 6 for whole mesh in 
        // RunExample2. 
        const int vertexCount = 8;
        const int triangleCount = 4;
        const int cornerCount = triangleCount * 3;
        
        // 4 triangles x 3 indices ( or 3 corners ). 
        int[] cornerIds = new int[]
        {
            0, 1, 2, 
            0, 2, 3, 
            4, 5, 6, 
            4, 6, 7
        };
        
        // 8 vertices with values for the x, y and z coordinates. 
        float[] vertexCoordinates = new float[]
        {
            0.0f, 0.0f, 0.0f, 
            1.0f, 0.0f, 0.0f, 
            1.0f, 1.0f, 0.0f, 
            0.0f, 1.0f, 0.0f, 
            1.0f, 0.0f, 0.0f, 
            2.0f, 0.0f, 0.0f, 
            2.0f, 1.0f, 0.0f, 
            1.0f, 1.0f, 0.0f
        };
        
        // UV coordinates for all 8 vertices. 
        float[] textureCoordinates = new float[]
        {
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f, 
            0.0f, 0.0f, 
            1.0f, 0.0f, 
            1.0f, 1.0f, 
            0.0f, 1.0f
        };
        
        // Create the PackedGeometry. All geometry data will be loaded into this object. 
        Simplygon.spPackedGeometryData sgPackedGeometryData = sg.CreatePackedGeometryData();
        
        // Set vertex- and triangle-counts for the Geometry. 
        // NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
        // loaded into the GeometryData. 
        sgPackedGeometryData.SetVertexCount(vertexCount);
        sgPackedGeometryData.SetTriangleCount(triangleCount);
        
        // Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
        Simplygon.spRealArray sgCoords = sgPackedGeometryData.GetCoords();
        
        // Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
        // know what vertices to use. 
        Simplygon.spRidArray sgVertexIds = sgPackedGeometryData.GetVertexIds();
        
        // Must add texture channel before adding data to it. 
        sgPackedGeometryData.AddTexCoords(0);
        Simplygon.spRealArray sgTexcoords = sgPackedGeometryData.GetTexCoords(0);
        
        // Add vertex-coordinates array to the Geometry. 
        sgCoords.SetData(vertexCoordinates, vertexCount * 3);
        
        // Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
        // uses. 
        sgVertexIds.SetData(cornerIds, cornerCount);
        
        // Add texture-coordinates array to the Geometry. 
        sgTexcoords.SetData(textureCoordinates, cornerCount * 2);
        
        // Create a scene and a SceneMesh node with the geometry. 
        Simplygon.spScene sgScene = sg.CreateScene();
        Simplygon.spSceneMesh sgSceneMesh = sg.CreateSceneMesh();
        sgSceneMesh.SetName("Mesh3");
        Simplygon.spGeometryData sgGeometryData = sgPackedGeometryData.NewUnpackedCopy();
        sgSceneMesh.SetGeometry(sgGeometryData);
        sgScene.GetRootNode().AddChild(sgSceneMesh);

        
        // Save example3 scene to Example3.obj.         
        Console.WriteLine("Save example3 scene to Example3.obj.");
        SaveScene(sg, sgScene, "Example3.obj");
        
        // Check log for any warnings or errors.         
        Console.WriteLine("Check log for any warnings or errors.");
        CheckLog(sg);
    }

    static int Main(string[] args)
    {
        using var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage);
        if (errorCode != Simplygon.EErrorCodes.NoError)
        {
            Console.WriteLine( $"Failed to initialize Simplygon: ErrorCode({(int)errorCode}) {errorMessage}" );
            return (int)errorCode;
        }
        RunExample1(sg);
        RunExample2(sg);
        RunExample3(sg);

        return 0;
    }

}
python
# Copyright (c) Microsoft Corporation. 
# Licensed under the MIT License. 

import math
import os
import sys
import glob
import gc
import threading

from pathlib import Path
from simplygon10 import simplygon_loader
from simplygon10 import Simplygon


def SaveScene(sg: Simplygon.ISimplygon, sgScene: Simplygon.spScene, path: str):
    # Create scene exporter. 
    sgSceneExporter = sg.CreateSceneExporter()
    outputScenePath = ''.join(['output\\', 'GeometryData', '_', path])
    sgSceneExporter.SetExportFilePath(outputScenePath)
    sgSceneExporter.SetScene(sgScene)
    
    # Run scene exporter. 
    exportResult = sgSceneExporter.Run()
    if Simplygon.Failed(exportResult):
        raise Exception('Failed to save scene.')

def CheckLog(sg: Simplygon.ISimplygon):
    # Check if any errors occurred. 
    hasErrors = sg.ErrorOccurred()
    if hasErrors:
        errors = sg.CreateStringArray()
        sg.GetErrorMessages(errors)
        errorCount = errors.GetItemCount()
        if errorCount > 0:
            print('CheckLog: Errors:')
            for errorIndex in range(errorCount):
                errorString = errors.GetItem(errorIndex)
                print(errorString)
            sg.ClearErrorMessages()
    else:
        print('CheckLog: No errors.')
    
    # Check if any warnings occurred. 
    hasWarnings = sg.WarningOccurred()
    if hasWarnings:
        warnings = sg.CreateStringArray()
        sg.GetWarningMessages(warnings)
        warningCount = warnings.GetItemCount()
        if warningCount > 0:
            print('CheckLog: Warnings:')
            for warningIndex in range(warningCount):
                warningString = warnings.GetItem(warningIndex)
                print(warningString)
            sg.ClearWarningMessages()
    else:
        print('CheckLog: No warnings.')
    
    # Error out if Simplygon has errors. 
    if hasErrors:
        raise Exception('Processing failed with an error')

def RunExample1(sg: Simplygon.ISimplygon):
    # 4 separate triangles, with 3 vertices each and 3 sets of UV coordinates each. They make up 2 
    # quads, where each quad has the same set of UV coordinates. 
    vertexCount = 12
    triangleCount = 4
    cornerCount = triangleCount * 3
    
    # 4 triangles x 3 indices ( or 3 corners ). 
    cornerIds = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 ]
    
    # 12 vertices with values for the x, y and z coordinates. 
    vertexCoordinates = [ 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2.0, 0.0, 0.0, 2.0, 1.0, 0.0, 2.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0 ]
    
    # UV coordinates for all 12 corners. 
    textureCoordinates = [ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0 ]
    
    # Create the Geometry. All geometry data will be loaded into this object. 
    sgGeometryData = sg.CreateGeometryData()
    
    # Set vertex- and triangle-counts for the Geometry. 
    # NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
    # loaded into the GeometryData. 
    sgGeometryData.SetVertexCount(vertexCount)
    sgGeometryData.SetTriangleCount(triangleCount)
    
    # Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
    sgCoords = sgGeometryData.GetCoords()
    
    # Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
    # know what vertices to use. 
    sgVertexIds = sgGeometryData.GetVertexIds()
    
    # Must add texture channel before adding data to it. 
    sgGeometryData.AddTexCoords(0)
    sgTexcoords = sgGeometryData.GetTexCoords(0)
    
    # Add vertex-coordinates array to the Geometry. 
    sgCoords.SetData(vertexCoordinates, vertexCount * 3)
    
    # Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
    # uses. 
    sgVertexIds.SetData(cornerIds, cornerCount)
    
    # Add texture-coordinates array to the Geometry. 
    sgTexcoords.SetData(textureCoordinates, cornerCount * 2)
    
    # Create a scene and a SceneMesh node with the geometry. 
    sgScene = sg.CreateScene()
    sgSceneMesh = sg.CreateSceneMesh()
    sgSceneMesh.SetName('Mesh1')
    sgSceneMesh.SetGeometry(sgGeometryData)
    sgScene.GetRootNode().AddChild(sgSceneMesh)

    
    # Save example1 scene to Example1.obj.     
    print("Save example1 scene to Example1.obj.")
    SaveScene(sg, sgScene, 'Example1.obj')
    
    # Check log for any warnings or errors.     
    print("Check log for any warnings or errors.")
    CheckLog(sg)

def RunExample2(sg: Simplygon.ISimplygon):
    # Same as RunExample1, but now the vertices are shared among the triangles. 
    vertexCount = 6
    triangleCount = 4
    cornerCount = triangleCount * 3
    
    # 4 triangles x 3 indices ( or 3 corners ). 
    cornerIds = [ 0, 1, 2, 0, 2, 3, 1, 4, 5, 1, 5, 2 ]
    
    # 6 vertices with values for the x, y and z coordinates. 
    vertexCoordinates = [ 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2.0, 0.0, 0.0, 2.0, 1.0, 0.0 ]
    
    # UV coordinates for all 12 corners. 
    textureCoordinates = [ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0 ]
    
    # Create the Geometry. All geometry data will be loaded into this object. 
    sgGeometryData = sg.CreateGeometryData()
    
    # Set vertex- and triangle-counts for the Geometry. 
    # NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
    # loaded into the GeometryData. 
    sgGeometryData.SetVertexCount(vertexCount)
    sgGeometryData.SetTriangleCount(triangleCount)
    
    # Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
    sgCoords = sgGeometryData.GetCoords()
    
    # Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
    # know what vertices to use. 
    sgVertexIds = sgGeometryData.GetVertexIds()
    
    # Must add texture channel before adding data to it. 
    sgGeometryData.AddTexCoords(0)
    sgTexcoords = sgGeometryData.GetTexCoords(0)
    
    # Add vertex-coordinates array to the Geometry. 
    sgCoords.SetData(vertexCoordinates, vertexCount * 3)
    
    # Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
    # uses. 
    sgVertexIds.SetData(cornerIds, cornerCount)
    
    # Add texture-coordinates array to the Geometry. 
    sgTexcoords.SetData(textureCoordinates, cornerCount * 2)
    
    # Create a scene and a SceneMesh node with the geometry. 
    sgScene = sg.CreateScene()
    sgSceneMesh = sg.CreateSceneMesh()
    sgSceneMesh.SetName('Mesh2')
    sgSceneMesh.SetGeometry(sgGeometryData)
    sgScene.GetRootNode().AddChild(sgSceneMesh)

    
    # Save example2 scene to Example2.obj.     
    print("Save example2 scene to Example2.obj.")
    SaveScene(sg, sgScene, 'Example2.obj')
    
    # Check log for any warnings or errors.     
    print("Check log for any warnings or errors.")
    CheckLog(sg)

def RunExample3(sg: Simplygon.ISimplygon):
    # Same as RunExample1, but now all corner-data is stored as vertex-data, in a packet format. 
    # Since the 2 vertices where the quads meet don't share same UV, they will be 2 separate vertices, 
    # so 4 vertices / quad as opposed to 6 / quad in RunExample1, and only 6 for whole mesh in 
    # RunExample2. 
    vertexCount = 8
    triangleCount = 4
    cornerCount = triangleCount * 3
    
    # 4 triangles x 3 indices ( or 3 corners ). 
    cornerIds = [ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7 ]
    
    # 8 vertices with values for the x, y and z coordinates. 
    vertexCoordinates = [ 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 2.0, 0.0, 0.0, 2.0, 1.0, 0.0, 1.0, 1.0, 0.0 ]
    
    # UV coordinates for all 8 vertices. 
    textureCoordinates = [ 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0 ]
    
    # Create the PackedGeometry. All geometry data will be loaded into this object. 
    sgPackedGeometryData = sg.CreatePackedGeometryData()
    
    # Set vertex- and triangle-counts for the Geometry. 
    # NOTE: The number of vertices and triangles has to be set before vertex- and triangle-data is 
    # loaded into the GeometryData. 
    sgPackedGeometryData.SetVertexCount(vertexCount)
    sgPackedGeometryData.SetTriangleCount(triangleCount)
    
    # Array with vertex-coordinates. Will contain 3 real-values for each vertex in the geometry. 
    sgCoords = sgPackedGeometryData.GetCoords()
    
    # Array with triangle-data. Will contain 3 ids for each corner of each triangle, so the triangles 
    # know what vertices to use. 
    sgVertexIds = sgPackedGeometryData.GetVertexIds()
    
    # Must add texture channel before adding data to it. 
    sgPackedGeometryData.AddTexCoords(0)
    sgTexcoords = sgPackedGeometryData.GetTexCoords(0)
    
    # Add vertex-coordinates array to the Geometry. 
    sgCoords.SetData(vertexCoordinates, vertexCount * 3)
    
    # Add triangles to the Geometry. Each triangle-corner contains the id for the vertex that corner 
    # uses. 
    sgVertexIds.SetData(cornerIds, cornerCount)
    
    # Add texture-coordinates array to the Geometry. 
    sgTexcoords.SetData(textureCoordinates, cornerCount * 2)
    
    # Create a scene and a SceneMesh node with the geometry. 
    sgScene = sg.CreateScene()
    sgSceneMesh = sg.CreateSceneMesh()
    sgSceneMesh.SetName('Mesh3')
    sgGeometryData = sgPackedGeometryData.NewUnpackedCopy()
    sgSceneMesh.SetGeometry(sgGeometryData)
    sgScene.GetRootNode().AddChild(sgSceneMesh)

    
    # Save example3 scene to Example3.obj.     
    print("Save example3 scene to Example3.obj.")
    SaveScene(sg, sgScene, 'Example3.obj')
    
    # Check log for any warnings or errors.     
    print("Check log for any warnings or errors.")
    CheckLog(sg)

if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
        if sg is None:
            exit(Simplygon.GetLastInitializationError())

        RunExample1(sg)
        RunExample2(sg)
        RunExample3(sg)

        sg = None
        gc.collect()