![]() | TransparencyOptions
| ||||||
![]() | ShaderContext
| ||||||
![]() | MPxHardwareShader () | ||||||
![]() | ~MPxHardwareShader () | ||||||
![]() | type () const | ||||||
![]() | setVaryingParameters ( const MVaryingParameterList & parameters, bool remapCurrentValues = true, MDagModifier * dagModifier = NULL) | ||||||
![]() | setUniformParameters ( const MUniformParameterList & parameters, bool remapCurrentValues = true, MDagModifier * dagModifier = NULL) | ||||||
![]() | populateRequirements ( const MPxHardwareShader::ShaderContext & context, MGeometryRequirements & requirements) | ||||||
![]() | render ( MGeometryList & iterator) | ||||||
![]() | transparencyOptions () | ||||||
![]() | getAvailableImages ( const MPxHardwareShader::ShaderContext & context, const MString & uvSetName, MStringArray & imageNames) NO SCRIPT SUPPORT | ||||||
![]() | renderImage ( const MPxHardwareShader::ShaderContext & context, const MString & imageName, floatRegion region, int& imageWidth, int& imageHeight) NO SCRIPT SUPPORT | ||||||
![]() | renderSwatchImage ( MImage & image ) | ||||||
![]() | getHardwareShaderPtr ( MObject & object ) | ||||||
![]() | findResource ( const MString & name, const MString & shaderPath, MStatus * status = NULL) | ||||||
![]() | outColor output color value | ||||||
![]() | outColorR output color red | ||||||
![]() | outColorG output color green | ||||||
![]() | outColorB output color blue |
![]() | Type |
![]() | postConstructor () |
![]() | compute ( const MPlug & plug, MDataBlock & dataBlock ) |
![]() | getInternalValueInContext ( const MPlug & plug, MDataHandle & dataHandle, MDGContext & ctx) |
![]() | setInternalValueInContext ( const MPlug & plug, const MDataHandle & dataHandle, MDGContext & ctx) |
![]() | getInternalValue ( const MPlug & plug, MDataHandle & dataHandle) |
![]() | setInternalValue ( const MPlug & plug, const MDataHandle & dataHandle) |
![]() | internalArrayCount ( const MPlug & plug, const MDGContext & ctx) const |
![]() | copyInternalData ( MPxNode * ) |
![]() | legalConnection ( const MPlug & plug, const MPlug & otherPlug, bool asSrc, bool& isLegal ) const |
![]() | legalDisconnection ( const MPlug & plug, const MPlug & otherPlug, bool asSrc, bool& isLegal ) const |
![]() | setDependentsDirty ( const MPlug & plug, MPlugArray & plugArray) |
![]() | connectionMade ( const MPlug & plug, const MPlug & otherPlug, bool asSrc ) |
![]() | connectionBroken ( const MPlug & plug, const MPlug & otherPlug, bool asSrc ) |
![]() | isPassiveOutput ( const MPlug & plug ) const |
![]() | shouldSave ( const MPlug & plug, bool& isSaving ) |
![]() | passThroughToOne ( const MPlug & plug ) const |
![]() | passThroughToMany ( const MPlug & plug, MPlugArray & plugArray ) const |
![]() | typeId () const |
![]() | typeName () const |
![]() | name () const |
![]() | type () const |
![]() | isAbstractClass () const |
![]() | thisMObject () const |
![]() | addAttribute ( const MObject & attr ) |
![]() | inheritAttributesFrom ( const MString & parentClassName ) |
![]() | attributeAffects ( const MObject & whenChanges, const MObject & isAffected ) |
![]() | setExistWithoutInConnections ( bool flag ) |
![]() | existWithoutInConnections ( MStatus * ReturnStatus = NULL ) const |
![]() | setExistWithoutOutConnections ( bool flag ) |
![]() | existWithoutOutConnections ( MStatus * ReturnStatus = NULL ) const |
![]() | message |
![]() | isHistoricallyInteresting |
![]() | caching |
![]() | state |
![]() | forceCache ( MDGContext & ctx= MDGContext::fsNormal ) |
![]() | setMPSafe ( bool flag ) |
![]() | setDoNotWrite ( bool flag ) |
![]() | doNotWrite ( MStatus *ReturnStatus = NULL ) const |
for( ; !iter.isDone(); iter.next()) { MGeometry& geometry = iter.geometry( MGeometryList::kMatrices | MGeometryList::kCulling); glVertexPointer( 3, GL_FLOAT, 0, geometry.position().data()); glNormalPointer( GL_FLOAT, 0, geometry.normal().data()); MGeometryPrimitive primitives = geometry.primitiveArray( 0); glDrawElements( GL_TRIANGLES, primitives.elementCount(), GL_UNSIGNED_INT, primitives.data()); }Arguments
glPushAttrib( <GL bits your shader modifies> ); glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT); ... setup material here ... glBegin( GL_QUADS); glTexCoord2f(region[0][0], region[0][1]); glVertex2f(region[0][0], region[0][1]); glTexCoord2f(region[0][0], region[1][1]); glVertex2f(region[0][0], region[1][1]); glTexCoord2f(region[1][0], region[1][1]); glVertex2f(region[1][0], region[1][1]); glTexCoord2f(region[1][0], region[0][1]); glVertex2f(region[1][0], region[0][1]); glEnd(); glPopAttrib(); glPopClientAttrib();Arguments
Autodesk® Maya® 2008 © 1997-2007 Autodesk, Inc. All rights reserved. | doc++ Copyright |