In mental ray, light shaders usually return a combined light
color and shadowing information. To get a separated information
from the light, a shader calling the light sampling functions can
initialise this structure and pass it to the light shader using
mi_shaderstate_set
with the key value of
XSIMR_LIGHTILLUMDATA_KEY
. The light shader, if
successful, will fill in the appropriate information in the
structure.
Defines |
|
#define | XSIMR_LIGHTILLUMDATA_KEY "xsiLID" |
#define XSIMR_LIGHTILLUMDATA_KEY "xsiLID" |
The key value to use to attach the data structure to the shader state