List of Rendering Limits

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 Transparency
  • GW_TRANSPARENT_PASS - Specifies a Second pass to perform Blended Transparency

See