These are the flags for specifying rendering limits. One or more of the following values:
GW_NO_ATTS
- Not attributes are specified.GW_WIREFRAME
- Wireframe rendering mode.GW_ILLUM
- This indicates that you have colors per
vertex in your polygons and that they should be used. If you had
colors per vertex but this flag was not set, the colors would be
ignored.GW_PERSPECTIVE_CORRECT
- In this mode textures are
corrected for perspective display.GW_POLY_EDGES
- This mode causes polygon edges
(Edged Faces) to be on.GW_FLAT
- Flat (facet) shading mode.GW_SPECULAR
- This enables specular highlight
display.GW_TEXTURE
- This enables texture display.GW_Z_BUFFER
- When coordinates are specified for
drawing primitives they have x, y, and z values. Sometimes when
drawing entities in the viewports it is desirable to ignore the z
values. For example in the 3ds Max viewports the text that display
the type of viewport (Front, Left, ...) are drawn without z values.
So are the arc-rotate circle control and the axis tripods. These
items are drawn without this flag being set so they always show up
in front.GW_BACKCULL
- Backface culling is used. Entities
whose surface normal face away from the view direction are not
drawn.GW_TWO_SIDED
- Faces are displayed regardless of
their surface normal orientation.GW_COLOR_VERTS
- This turns on color-per-vertex
display.GW_SHADE_CVERTS
- This modifies
GW_COLOR_VERTS
. If set, then lighting is enabled and
the vertex colors are used to modulate the colors that result from
lighting. If off, then the colors on each vertex are used directly
to shade the triangle. (Note that when 3ds Max uses
GW_SHADE_CVERTS
mode, it puts a white diffuse-only
material on the object so that it appears that the colors are
shaded without distortion.)
Described further, when shading is OFF, then the vertex colors are used directly. This is equivalent to saying that they are modulated by a pure white self-illuminated material (i.e. the color values are "modulated (multiplied) by 1" -- so they don't change).
When shading is ON, the diffuse white material is illuminated by the scene lighting, resulting in shades ranging from black to white (0 to 1), with most vertices being some shade of pure gray. When the vertex colors are modulated by the material color, they get multiplied (in general) by a number less than 1, which makes them appear darker.
The RGB components of the colors are modulated uniformly, so that there is no shift from, say, red to green. That would happen if the underlying material was not evenly weighted (i.e. a pure gray lying between black and white). Said another way, only the intensity of the vertex colors is changed when shading is on, not luminance, chrominance, etc.
GW_PICK
- This indicates hit testing will be
performed (not rendering).GW_BOX_MODE
- Objects are shown using their
bounding box.GW_ALL_EDGES
- All edges of the item are shown
(including hidden ones).GW_VERT_TICKS
- This mode is really a pseudo-mode,
in that it doesn't actually cause GFX do anything differently, but
rather is tested by the
Mesh class, which sends down vertex markers (+) if the mode is
on.GW_LIGHTING
- This is the same as (GW_ILLUM
| GW_SPECULAR)
GW_TRANSPARENCY
- Specifies to use
TransparencyGW_TRANSPARENT_PASS
- Specifies a
Second pass to perform Blended Transparency