#include
<MRenderShadowData.h>
List of all
members.
Detailed Description
Access Rendering Shadow Map Data.
The shadow map can be changed by instanciating a MRenderCallback and overriding
shadowCastCallback(). When this is invoked, a MRenderShadowData is passed
as an argument; the depthMaps and midDistMaps members can then be
changed by this API. Methods and data are provided to assist in
transforming back and forth from world space to z buffer space.
Paint Effects and Fur are two examples which use this mechanism to
change the shadow map.
To prevent self shadowing, Maya uses a mid distance map to
resolve the ambiguity. Details of this technique can be obtained
from Graphics Gems III, "The Shadow Depth Map Revisited". 
Member Enumeration Documentation
Light Types.
- Enumerator:
- 
| kInvalid |  |  
| kPoint |  |  
| kDirectional |  |  
| kSpot |  |  
 
 
 
Constructor & Destructor Documentation
| MRenderShadowData::MRenderShadowData | ( |  | ) |  | 
 
 
Member Function Documentation
Converts world space point to shadow map. Shadow depth is stored
in inPoint.z
- Parameters:
- 
| [in] | inPoint | The original point in world space |  
| [out] | outPoint | The converted point in shadow map |  
 
 
 
Converts shadow map point to world space. Shadow depth is stored
in inPoint.z.
- Parameters:
- 
| [in] | inPoint | The original point in shadow map |  
| [out] | outPoint | The converted point in world space |