Public Member Functions

IHLSLTexmap Class Reference

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Detailed Description

With the introduction of MetaSL as the core shading language, existing ways to build a shade tree have been deprecated.

Deprecated:
This is no longer used as a method to build a shade tree in 3ds Max

To build shaders of this form the developer is advised to use MetaSL and corresponding MetaSL workflows

#include <DeprecatedRealtimeMaterialTexturemapShaderAPI.h>

Inheritance diagram for IHLSLTexmap:
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Public Member Functions

virtual bool  DoesSupportHLSL ()
  Specifies that the Texmap will provide HLSL code for the DX Standard Material.
virtual void  GetTexmapHLSLFunction (MCHAR *code, MCHAR *entryPoint)
  Allow texture to provide an hlsl representation of the texture.
virtual void  GetTextureData (LPVOID list)
  Provide access to any textures used in the HLSL code.

Member Function Documentation

virtual bool DoesSupportHLSL ( ) [inline, virtual]

Specifies that the Texmap will provide HLSL code for the DX Standard Material.

Returns:
True if the Texmap supports HLSL code generation.
{return false;}
virtual void GetTexmapHLSLFunction ( MCHAR *  code,
MCHAR *  entryPoint 
) [inline, virtual]

Allow texture to provide an hlsl representation of the texture.

Parameters:
*code A pointer to a buffer to store the HLSL code
*entryPoint A pointer to a buffer to store the name of the function
{ UNUSED_PARAM(code); UNUSED_PARAM(entryPoint); };
virtual void GetTextureData ( LPVOID  list ) [inline, virtual]

Provide access to any textures used in the HLSL code.

This is used to store data to allow the HLSL compiler to find the sub maps used by the texture map. This also included a UI name for the effect file generation

Parameters:
*list A pointer to a TexDataList that is used to store texture info
{ UNUSED_PARAM(list); };

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