Render profile.
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#include <MRenderProfile.h>
Render profile.
The MRenderProfile class describes the rendering APIs and algorithms supported by a given rendering entity (e.g. a shading node, a renderer). A single profile can contain multiple entries allowing, for example, a shading node to specify that it supports both OpenGL and Direct3D rendering. The profile entries refer to renderers rather than rendering APIs as the rendering elements may depend on specific services, information or algorithms implemented by the renderer (e.g. a global light table, or render state cache).
- Examples:
- dx11Shader/dx11Shader.cpp, dx11Shader/dx11Shader.h, glslShader/GLSLShader.cpp, glslShader/GLSLShader.h, hlslShader/hlslShader.cpp, hlslShader/hlslShader.h, and vp2BlinnShader/vp2BlinnShader.h.
Maya's internal renderers.
Enumerator |
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kMayaSoftware |
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kMayaOpenGL |
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kMayaD3D |
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unsigned int numberOfRenderers |
( |
| ) |
const |
void addRenderer |
( |
const MString & |
name, |
|
|
float |
version |
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) |
| |
Add a custom entry to this render profile.
The name and version specified must correspond to a renderer registered with Maya. Currently, only Maya's internal renderers (just named after the APIs they use: "OpenGL", "D3D", or "Software") are supported. When registering support for Maya's internal renderers, it's simpler to use the other version of this method.
- Parameters
-
[in] | name | The name of the renderer. |
[in] | version | The version of the renderer or rendering API. |
See if a Maya renderer is listed in this profile.
- Parameters
-
[in] | renderer | The internal Maya renderer to search for |
bool hasRenderer |
( |
const MString & |
name, |
|
|
float |
version |
|
) |
| const |
Find a custom entry in this render profile.
- Parameters
-
[in] | name | The name of the renderer. |
[in] | version | The version of the renderer or rendering API. |
The documentation for this class was generated from the following files:
- MRenderProfile.h
- MRenderProfile.cpp