3ds Max C++ API Reference
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This class is used to manage ActiveShade in a viewport (called ActiveShadeFragment) A view fragment is a part of the viewport drawing system. More...
#include <IActiveshadeFragment.h>
Public Member Functions | |
virtual | ~IActiveShadeFragment () |
virtual bool | IsEnabled (void) const =0 |
Is ActiveShade enabled ? More... | |
virtual void | Enable (bool val)=0 |
Enable or disable ActiveShade in this viewport (meaning respectively run or stop ActiveShade in this viewport) More... | |
virtual float | GetResolutionMultiplier (void) const =0 |
Get the ActiveShade fragment resolution multiplier. More... | |
virtual void | SetResolutionMultiplier (float factor)=0 |
Set the ActiveShade fragment resolution multiplier. More... | |
virtual void | SetActiveShadeRenderer (Renderer *pRenderer)=0 |
Set the ActiveShade renderer instance to use for running ActiveShade in this viewport. More... | |
virtual Renderer * | GetActiveShadeRenderer (void) const =0 |
Get the ActiveShade renderer instance to use for running ActiveShade in this viewport. More... | |
This class is used to manage ActiveShade in a viewport (called ActiveShadeFragment) A view fragment is a part of the viewport drawing system.
The view fragments are assembled in a network to form a view graph used by the viewport. The ActiveShade fragment is part of these view fragments and is always present in a 3D viewport. There is only one instance per 3D viewport and it can be enabled, meaning ActiveShade is running in this viewport, or disabled : meaning ActiveShade is not running in this viewport. To get access to a IActiveShadeFragment*, please call MaxSDK::Graphics::IActiveShadeFragment* MaxSDK::Graphics::GetActiveShadeFragmentFromActiveViewport(), see at the end of this file. Link your project using this function with ViewSystem.lib as MaxSDK::Graphics::IActiveShadeFragment* MaxSDK::Graphics::GetActiveShadeFragmentFromActiveViewport() is implemented in ViewSystem.
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inlinevirtual |
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pure virtual |
Is ActiveShade enabled ?
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pure virtual |
Enable or disable ActiveShade in this viewport (meaning respectively run or stop ActiveShade in this viewport)
[in] | val | a boolean which is true to run ActiveShade in this viewport or false to stop it |
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pure virtual |
Get the ActiveShade fragment resolution multiplier.
A multiplier of 0.5 will give a half resolution ActiveShade rendering used and upscaled in the viewport. So a better time performance but resulting in a lower image quality This multiplier has to be a positive, non-zero float number.
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pure virtual |
Set the ActiveShade fragment resolution multiplier.
A multiplier of 0.5 will give a half resolution ActiveShade rendering used and upscaled in the viewport. So a better time performance but resulting in a lower image quality This multiplier has to be a positive, non-zero float number.
[in] | factor | the value of the multiplier, if the multipler is negative or 0, we set this value to 1.0f. |
Set the ActiveShade renderer instance to use for running ActiveShade in this viewport.
This has to be an ActiveShade compatible renderer (different from Scanline as it is not supported). If none is set, or the renderer instance set is not compatible with ActiveShade, we will use the ActiveShade renderer from the render settings.
[in] | pRenderer | an instance of an ActiveShade compatible renderer. |
Get the ActiveShade renderer instance to use for running ActiveShade in this viewport.
This can be an ActiveShade renderer taken from the render settings or an instance you have set using SetActiveShadeRenderer(Renderer* pRenderer).