Image manipulation.
MGeometryRequirements stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour.
D3DGeometryItem.cpp, hlslShader.cpp, and OpenGLViewportRenderer.cpp.
#include <MGeometryRequirements.h>
Public Member Functions |
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MGeometryRequirements () | |
Default constructor. |
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~MGeometryRequirements () | |
Destructor. |
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void | addPosition () |
Add position to the set of required
elements. |
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void | addComponentId () |
Add component id to the set of required
elements. |
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void | addNormal () |
Add normal to the set of required
elements. |
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void | addTexCoord (const MString &uvSetName) |
Add a texture coordinate set to the list of
required elements. |
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void | addTangent (const MString &uvSetName) |
Add a tangent set to the list of required
elements. |
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void | addBinormal (const MString &uvSetName) |
Add a binormal set to the list of required
elements. |
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void | addColor (const MString &colorSetName) |
Add a color set to the list of required
elements. |
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void | addFaceOffsets () |
Add face offsets to the set of required
elements. |
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Friends |
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class | MGeometryManager |
class | MPxHardwareShader |
Default constructor.
Initialized to no requirements.
void addTexCoord | ( | const MString & | name | ) |
Add a texture coordinate set to the list of required elements.
[in] | name | the name of the uv set to add |
void addTangent | ( | const MString & | name | ) |
Add a tangent set to the list of required elements.
[in] | name | the name of the uv set to add tangent data for |
void addBinormal | ( | const MString & | name | ) |
Add a binormal set to the list of required elements.
[in] | name | the name of the uv set to add binormal data for |
void addColor | ( | const MString & | name | ) |
Add a color set to the list of required elements.
[in] | name | the name of the color set to add |
void addFaceOffsets | ( | ) |
Add face offsets to the set of required elements.
Face offsets are used internally to calculate component-indexed data such as shading group membership. Note that geometry data is cached internally, so it is important to call this method whenever you use MGeometryRequirements if you will ever require this information.