| MRenderData () | |
| worldToScreen ( const MFloatPoint & worldPoint, MFloatPoint & screenPoint) const | |
| screenToWorld ( const MFloatPoint & screenPoint, MFloatPoint & worldPoint) const | |
| perspective set if the camera has a perspective projection | |
| resX the x resolution of the rendered image | |
| resY the y resolution of the rendered image | |
| left the left (low) render region dimension | |
| bottom the bottom (low) render region dimension | |
| right the right (high) render region dimension | |
| top the top (high) render region dimension | |
| bytesPerChannel number of bytes per channel of the rgbaArr | |
| xsize the actual x resolution of rgbaArr and depthArr | |
| ysize the actual y resolution of rgbaArr and depthArr | |
| fieldOfView camera horizontal field of view in radians | |
| aspectRatio camera pixel aspect ratio | |
| viewDirection view direction of the camera (object space) | |
| eyePoint position of the camera (object space) | |
| worldToEyeMatrix camera matrix to transform to eye space | |
| rgbaArr this is a 1d array representing the output image buffer. It is of size: resX * resY * 4 * bytesPerChannel. The array is indexed as [(resX * x + y) * 4 * bytesPerChannel], where (x,y) is the current pixel coordinates. The "4" multiplier is used for storing RGBA information, in the order of a,b,g,r (on OSX) or b,g,r,a (on Windows and Linux). | |
| depthArr this is a 1d array representing the output depth buffer. It is of size: resX * resY, where each depth value is a single precision floating point vlue. It is indexed as [resX * x + y], where (x,y) is the current pixel coordinates. |
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