3ds Max C++ API Reference
IGameRenderedSurface.h File Reference

Access to the main render routines to calculate surface data such as Lighting and color. More...

#include "../maxheap.h"
#include <WTypes.h>
#include "IGameExport.h"

Classes

class  IGameRenderedSurface
 class IGameRenderedSurface More...
 

Namespaces

 LightingModel
 

Macros

#define EVAL_MAPS   (1<<0)
 Flag indicates if texture maps should be applied. More...
 
#define EVAL_SHADOWS   (1<<1)
 Flag indicates if shadows should be applied. More...
 

Enumerations

enum  LightingModel_Game { SHADED , LIGHTING_ONLY , SHADED_ONLY }
 The possible lighting models. More...
 

Functions

IGAMEEXPORT IGameRenderedSurfaceGetIGameRenderedSurfaceInterface ()
 Get the main interface pointer. More...
 

Detailed Description

Access to the main render routines to calculate surface data such as Lighting and color.

Lighting and color can be calculated on a per face/vertex level. This data is the same technique that the Apply Vertex color utility uses. The difference here is that you are provided the color independently of the vertex color channel. This leaves that channel for other data and provides more options at export time.

Macro Definition Documentation

◆ EVAL_MAPS

#define EVAL_MAPS   (1<<0)

Flag indicates if texture maps should be applied.

◆ EVAL_SHADOWS

#define EVAL_SHADOWS   (1<<1)

Flag indicates if shadows should be applied.

Function Documentation

◆ GetIGameRenderedSurfaceInterface()

IGAMEEXPORT IGameRenderedSurface* GetIGameRenderedSurfaceInterface ( )

Get the main interface pointer.