Detailed Description
This object represents the OpenGL properties of a material
object.
OGLMaterial objects are read-only.
OGLMaterial can be created with Material.OGLMaterial.
- See also:
-
Material
- Example:
#include <xsi_oglmaterial.h>
List of all
members.
Constructor & Destructor Documentation
Constructor.
- Parameters:
-
in_ref |
constant reference object. |
Copy constructor.
- Parameters:
-
in_obj |
constant class object. |
Member Function Documentation
bool IsA |
( |
siClassID |
in_ClassID |
) |
const [virtual] |
Returns true if a given class type is compatible with this API
class.
- Parameters:
-
- Returns:
- true if the class is compatible, false otherwise.
Reimplemented from CBase.
Returns the type of the API class.
- Returns:
- The class type.
Implements CBase.
Creates an object from another object. The newly created object
is set to empty if the input object is not compatible.
- Parameters:
-
in_obj |
constant class object. |
- Returns:
- The new
OGLMaterial object.
Creates an object from a reference object. The newly created
object is set to empty if the input reference object is not
compatible.
- Parameters:
-
in_ref |
constant class object. |
- Returns:
- The new
OGLMaterial object.
Returns the diffuse color of this material.
- Returns:
- The diffuse color.
Returns the specular color of this material.
- Returns:
- The specular color.
Returns the ambient color of this material.
- Returns:
- The ambient color.
double GetDecay |
( |
|
) |
const |
The decay value of this material.
- Returns:
- The decay value.
Returns the shading model of this material. It is usually not
possible to exactly represent the mental ray shaders attached to a
material in OpenGL; however, Softimage tries to guess the best
OpenGL shading model to approximate these shaders.
Softimage chooses a shading model based on specific markings on
shader parameters provided by the shader developer (using the ui
"mapping"
=
"guid"
syntax in
the SPDL). These markings tell Softimage if a parameter can be
interpreted as a diffuse color, a specular color, etc. and based on
the presence or absence of these markings, Softimage guesses a
shading model. For example, if there is a diffuse, specular, and
ambient-like parameter, Softimage chooses the Phong shading model
(which in OpenGL, is actually Gouraud). If only diffuse and
ambient-like parameters are present, Lambert would be used instead
(since the Lambert shading model does not have a specular color).
If only ambient is present, Constant is used.
- Returns:
- The shading model.
The documentation for this class was generated from the following
file: