A render channel is a container for rendered image data output. The channel describes what kind of data can be recorded into it.
There are two types of channels:
#include <xsi_renderchannel.h>
Public Member Functions | |
RenderChannel () | |
~RenderChannel () | |
RenderChannel (const CRef &in_ref) | |
RenderChannel (const RenderChannel &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
RenderChannel & | operator= (const RenderChannel &in_obj) |
RenderChannel & | operator= (const CRef &in_ref) |
siRenderChannelType | GetChannelType () |
bool | GetUserDefined () |
RenderChannel | ( | ) |
Default constructor.
~RenderChannel | ( | ) |
Default destructor.
RenderChannel | ( | const CRef & | in_ref | ) |
Constructor.
in_ref | constant reference object. |
RenderChannel | ( | const RenderChannel & | in_obj | ) |
Copy constructor.
in_obj | constant class object. |
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns true if a given class type is compatible with this API class.
in_ClassID | class type. |
Reimplemented from SIObject.
siClassID GetClassID | ( | ) | const [virtual] |
RenderChannel& operator= | ( | const RenderChannel & | in_obj | ) |
Creates an object from another object. The newly created object is set to empty if the input object is not compatible.
in_obj | constant class object. |
RenderChannel& operator= | ( | const CRef & | in_ref | ) |
Creates an object from a reference object. The newly created object is set to empty if the input reference object is not compatible.
in_ref | constant class object. |
Reimplemented from SIObject.
siRenderChannelType GetChannelType | ( | ) |
Returns the basic data type which the render channel will consist of. The basic data type indicates also how the data will be interpreted by XSI for display purposes and which image output formats will be available on any Framebuffer object that derives from this render channel.
bool GetUserDefined | ( | ) |
Indicates whether this channel was created by the user and can be deleted or that it was created by the rendering engine and is permanent.
User-defined channels are also used in the render tree for piping render data into.