3ds Max C++ API Reference
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Classes | |
class | IHardwareMaterial |
class | IHardwareMaterial2 |
Extension of IHardwareMaterial Interface. More... | |
class | IHardwareMaterial3 |
Extension of IHardwareMaterial2 Interface. More... | |
Macros | |
#define | IHARDWARE_MATERIAL_INTERFACE_ID Interface_ID(0x40c926b7, 0x7b3a66b7) |
#define | IHARDWARE_MATERIAL2_INTERFACE_ID Interface_ID(0x43d32666, 0x3a4467b1) |
#define | IHARDWARE_MATERIAL3_INTERFACE_ID Interface_ID(0x63d72368, 0xcc4859e3) |
Enumerations | |
enum | MapUsageType { MAPUSAGE_UNDEFINED = 0 , MAPUSAGE_DIFFUSE = (1 << 0) , MAPUSAGE_OPACITY = (1 << 1) , MAPUSAGE_SPECULAR_COLOR = (1 << 2) , MAPUSAGE_SPECULAR_LEVEL = (1 << 3) , MAPUSAGE_GLOSSINESS = (1 << 4) , MAPUSAGE_BUMP = (1 << 5) , MAPUSAGE_SELF_ILLUM = (1 << 6) , MAPUSAGE_FILTER_COLOR = (1 << 7) , MAPUSAGE_REFLECTION = (1 << 8) , MAPUSAGE_REFRACTION = (1 << 9) , MAPUSAGE_DISPLACEMENT = (1 << 10) , MAPUSAGE_DIFFUSE_OPACITY = MAPUSAGE_DIFFUSE|MAPUSAGE_OPACITY , MAPUSAGE_SPECULAR_COLOR_GLOSS = MAPUSAGE_SPECULAR_COLOR|MAPUSAGE_GLOSSINESS , MAPUSAGE_SPECULAR_LEVEL_GLOSS = MAPUSAGE_SPECULAR_LEVEL|MAPUSAGE_GLOSSINESS , MAPUSAGE_BUMP_GLOSS = MAPUSAGE_BUMP|MAPUSAGE_GLOSSINESS , MAPUSAGE_SELF_ILLUM_GLOSS = MAPUSAGE_SELF_ILLUM|MAPUSAGE_GLOSSINESS , MAPUSAGE_OPACITY_SPLEVEL = MAPUSAGE_OPACITY|MAPUSAGE_SPECULAR_LEVEL , MAPUSAGE_SUPPORT_PROGRAMMABLE_PIPELINE = (1 << 31) } |
This enum type tells the viewport rendering system the usage of each texture. More... | |
#define IHARDWARE_MATERIAL_INTERFACE_ID Interface_ID(0x40c926b7, 0x7b3a66b7) |
#define IHARDWARE_MATERIAL2_INTERFACE_ID Interface_ID(0x43d32666, 0x3a4467b1) |
#define IHARDWARE_MATERIAL3_INTERFACE_ID Interface_ID(0x63d72368, 0xcc4859e3) |
enum MapUsageType |
This enum type tells the viewport rendering system the usage of each texture.
This enum type tells the viewport rendering system the usage of each texture while the viewport display is in best quality mode. Currently we don't support MAPUSAGE_BUMP, MAPUSAGE_FILTER_COLOR,MAPUSAGE_REFLECTION, MAPUSAGE_REFRACTION and MAPUSAGE_DISPLACEMENT. NOTE: Set MAPUSAGE_SUPPORT_PROGRAMMABLE_PIPELINE flag at least for texture stage 0, if you want to use the programmable pipeline to render this material, else it will be degraded to fixed pipeline even viewport is in the good or best quality mode.