MGeometryRequirementsLegacy stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour.
More...
#include <MGeometryRequirements.h>
MGeometryRequirementsLegacy stores the collection of MGeometryRequirementsData arrays which describe a Maya surface, including per-component data such as UV mapping and colour.
- Examples:
- hlslShader/hlslShader.cpp.
Default constructor.
Initialized to no requirements.
void addPosition |
( |
int |
dimension = 3 | ) |
|
Add position to the set of required elements.
- Parameters
-
[in] | dimension | the size of the position requirement. Valid values are 3 and 4. Default is 3. |
- Examples:
- hlslShader/hlslShader.cpp.
void addNormal |
( |
int |
dimension = 3 | ) |
|
Add normal to the set of required elements.
- Parameters
-
[in] | dimension | the size of the normal requirement. Valid values are 3 and 4. Default is 3. |
- Examples:
- hlslShader/hlslShader.cpp.
void addTexCoord |
( |
const MString & |
name | ) |
|
Add a texture coordinate set to the list of required elements.
- Parameters
-
[in] | name | the name of the uv set to add |
- Examples:
- hlslShader/hlslShader.cpp.
void addTangent |
( |
const MString & |
name, |
|
|
int |
dimension = 3 |
|
) |
| |
Add a tangent set to the list of required elements.
- Parameters
-
[in] | name | the name of the uv set to add tangent data for |
[in] | dimension | the size of the normal requirement. Valid values are 3 and 4. Default is 3. |
void addBinormal |
( |
const MString & |
name, |
|
|
int |
dimension = 3 |
|
) |
| |
Add a binormal set to the list of required elements.
- Parameters
-
[in] | name | the name of the uv set to add binormal data for |
[in] | dimension | the size of the normal requirement. Valid values are 3 and 4. Default is 3. |
void addColor |
( |
const MString & |
name | ) |
|
Add a color set to the list of required elements.
- Parameters
-
[in] | name | the name of the color set to add |
- Examples:
- hlslShader/hlslShader.cpp.
Add face offsets to the set of required elements.
Face offsets are used internally to calculate component-indexed data such as shading group membership. Note that geometry data is cached internally, so it is important to call this method whenever you use MGeometryRequirementsLegacy if you will ever require this information.
The documentation for this class was generated from the following files:
- MGeometryRequirements.h
- MGeometryRequirements.cpp