The idea is that you’re going through each of Object Points and finds nearest Curve Point.
So, in VL you should define the inputs as Spread<Vector2>, because you want to supply whole spreads into the VL node.
Object Points spread is plugged into the Splicer of the ForEach region.
So in each iteration the NearestNeighbour gets one slice of the Object Points for one of its inputs and the whole spread of Curve Points for another pin.
Note, in your version the inputs are set to Vector2, which leads to the spreading of the VL node. Imagine: in your patch will be one VL node for Each slice of these spreads. And each of these nodes don’t know anything about the spreads, it’s working only on one slice.
I’m not sure that I’ve solved your problem, I just fixed your VL patch a bit.
Hope it helps?
Also, take a look into the VL of the BezierEditor.
hi robotanton
if i configure an input to spread, i cannot feed values to it in vvvv
also, if there is no mention of 2d vector, how will the nearestneighbour know its not 1d ?
*reattached patch is the same as in first post