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: