maxheapdirect.h File Reference
Iterating over Nodes in a Layer,
MNMesh Edges,
Computing Face Normals,
3DXI Contrasted with 3ds Max SDK,
Computing Vertex Normals,
About RenderItem,
3DXI Initialization,
Computing Vertex Normals by Weighting,
Low-level Device API,
size_t Considerations,
Retrieving Mesh Strip Data,
Class Descriptors,
3DXI Node,
Implementing Advanced Material and Texture Map Plug-ins with Nitrous,
3DXI Mesh,
3DXI Materials and Textures,
Creating Parameter Blocks,
Lesson 2: The Scene Graph and Nodes,
Building Action Tables,
Exposing Parameter Blocks to 3ds Max,
Lesson 3: the reference system,
3DXI Animation Keys,
Registering Action Tables,
Changing Bitmap Texture Map Gamma,
Exposing and Managing References,
Lesson 4: Animation Controllers,
Enumerating and Identifying Sub-Animatables,
Lesson 5: Geometric Objects,
3DXI Modifiers,
Implementing Clone in a Plug-in,
Creating and Changing References,
Lesson 6: Parameter Blocks,
3DXI Custom User Data,
Incremental Improvements,
Mental Ray Shaders in 3ds Max,
Using the Node and Object Offset Transformations,
Deriving from RestoreObj,
Emulating Reset Transform and Reset Scale,
Converting Objects to Compatible Types,
Manual Parameter Translation,
Displaying the Object in the Viewport,
Super-holds,
Porting Object Plug-ins to Nitrous,
Creating a Spline,
Capping a Shape with a Mesh,
Capping a Shape with a Patch,
Guidelines for Handling Character Strings,
Hardware Shader UI Feature,
Counting Observers of a Reference Target,
Memory Management,
Creating a Patch,
AddAppDataChunk and MAX_malloc(),
Schematic View Relationships,
Shader Semantics and Annotations,
Implementing Sub-Object Selection,
Patch Interpolator Example,
Supported HLSL Shader Semantics,
Vista Aero Support,
How Objects are Drawn in the Viewport,
Patch Code Example,
Changes to DllMain(),
Edit Mesh Selection Example,
Supported SAS Shader Semantics,
for() Loop Scoping,
Obtaining Shader Parameters,
Implicit int Type is Invalid,
Loading and Parsing Shader Effect Files,
Declaring the UI Variables,
Describing the Controls,
Serializing Controllers,
NVIDIA Cg Support,
Providing a Name and Dimension for the Parameters,
Mesh Example,
Using the API to Create and Modify 3ds Max NURBS Models,
Snapping,
Publishing Mixin Interface on Arbitrary Classes,
Describing a Parameter Block,
Monitoring Parameter Changes,
Ring Array Slave and Master Controllers,
Keyframe Data Access Classes and Methods,
World Space Modifiers and Object Transformations,
Parameter Validation,
Ring Array Creation Process,
Exception Handling,
Procedural Controller Data Access,
Tips and Tricks,
Mapping Coordinate Modifiers,
Added Base Types,
Material Libraries,
Autodesk.Max.dll,
Modifier Stack Branching,
Editing Material and Texture Parameters,
Material Modifiers,
Adding Modifiers to Objects,
Selection Modifiers,
.NET User Interface,
Simple Modifiers,
Using FPInterface::Invoke(),
Topology Modifiers,
Function Publishing Example,
Whole Object Modifiers,
Node Level Hit Testing,
MAXScript Compiler and Interpreter,
Bump Mapping,
Face-Mapped Materials,
Using setHitCode and setHitDistance,
MAXScript Functions with Optional Arguments,
MAXScript Functions,
Required DLL Functions,
Exposing a Function to MAXScript,
Local Value Arrays,
MAXScript Marshalling of Function Arguments,
Gizmo Hit Testing using PolyLines,
Plug-in Display Interface,
Facilitating Translation and Localization,
Creating Bitmaps,
Finding a Physique Modifier,
Instantiating Wrappers,
Handling Mouse Procedures,
Using the Physique Export Interface.
#include <WTypes.h>
#include <crtdbg.h>
#include <malloc.h>
#include <new.h>
#include "utilexp.h"