#include
<MRenderData.h>
List of all
members.
Detailed Description
Access Rendering Data.
The rendered image and depth map can be changed following the
software render by instanciating a MRenderCallback and overriding
renderCallback() or postProcessCallback(). When these methods are
invoked, a MRenderData is passed as an argument;
the rgbaArr and depthArr can then be changed by this API. Methods
and data are provided to assist in transforming back and forth from
world space to image space. Paint Effects and Fur are two examples
which use this mechanism to change the rendered image.
Constructor & Destructor Documentation
MRenderData::MRenderData |
( |
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) |
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Default class Constructor
Member Function Documentation
Converts world space point to screen space. Screen depth is
stored in outPoint.z.
- Parameters:
-
[in] |
inPoint |
The original point in world space |
[out] |
outPoint |
The converted point in screen space |
Converts screen space point to world space. Screen depth is
stored in inPoint.z.
- Parameters:
-
[in] |
inPoint |
The original point in screen space |
[out] |
outPoint |
The converted point in world space |
Member Data Documentation
this is a 1d array representing the output image buffer. It is
of size: resX * resY * 4 * bytesPerChannel. The array is indexed as
[(resX * x + y) * 4 * bytesPerChannel], where (x,y) is the current
pixel coordinates. The "4" multiplier is used for storing RGBA
information, in the order of a,b,g,r (on OSX) or b,g,r,a (on
Windows and Linux).
this is a 1d array representing the output depth buffer. It is
of size: resX * resY, where each depth value is a single precision
floating point vlue. It is indexed as [resX * x + y], where (x,y)
is the current pixel coordinates.