Member M3dView::readDepthMap (unsigned short x, unsigned short y, unsigned int width, unsigned int height, unsigned char *bufferPtr, DepthBufferFormat depthMapPrecision)
Changing the internal units is generally not a good idea and using the method may often produce unexpected results. It is recommended to just read the values and convert them to the units desired.
Does nothing but return success. Present for backward-compatibility purposes only. Since Maya fully manages the edits internally, this deprecated method is not meaningful anymore. Only Maya can determine whether an edit is applied or not.
Does nothing but return success. Present for backward-compatibility purposes only. Since Maya fully manages the edits internally, this deprecated method is not meaningful anymore. Only Maya can determine whether an edit has failed to apply or not.
This method uses Maya's legacy boolean algorithm. Use MFnMesh::booleanOps instead to choose between Maya's newer boolean algorithm and the legacy algorithm.
This method is no longer required in Maya3.0 and later versions. (In previous versions, this method was needed to clean up the geometry after setSmoothing has been done on one or more edges).
Member MPxHwShaderNode::geometry (const MDrawRequest &request, M3dView &view, int prim, unsigned int writable, int indexCount, const unsigned int *indexArray, int vertexCount, const int *vertexIDs, const float *vertexArray, int normalCount, floatArrayPtr normalArrays, int colorCount, floatArrayPtr colorArrays, int texCoordCount, floatArrayPtr texCoordArrays)
Member MPxHwShaderNode::glGeometry (const MDagPath &shapePath, int glPrim, unsigned int writeMask, int indexCount, const unsigned int *indexArray, int vertexCount, const int *vertexIDs, const float *vertexArray, int normalCount, floatArrayPtr normalArrays, int colorCount, floatArrayPtr colorArrays, int texCoordCount, floatArrayPtr texCoordArrays)