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#define | GW_NO_ATTS 0x0000000 |
| No attributes are specified.
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#define | GW_WIREFRAME 0x0000001 |
| The wireframe rendering mode.
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#define | GW_ILLUM 0x0000002 |
| This indicates that you have colors per vertex in your polygons and that they must be used.
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#define | GW_FLAT 0x0000004 |
| Flat (facet) shading mode.
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#define | GW_SPECULAR 0x0000008 |
| This enables the specular highlight display.
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#define | GW_TEXTURE 0x0000010 |
| This enables the texture display.
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#define | GW_Z_BUFFER 0x0000020 |
| When coordinates are specified for drawing primitives, they have x, y, and z values.
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#define | GW_PERSP_CORRECT 0x0000040 |
| In this mode, textures are corrected for the perspective display.
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#define | GW_POLY_EDGES 0x0000080 |
| This mode causes polygon edges (Edged Faces) to be on.
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#define | GW_BACKCULL 0x0000100 |
| Backface culling is used.
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#define | GW_TWO_SIDED 0x0000200 |
| Faces are displayed regardless of their surface normal orientation.
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#define | GW_COLOR_VERTS 0x0000400 |
| This turns on color-per-vertex display.
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#define | GW_SHADE_CVERTS 0x0000800 |
| This modifies GW_COLOR_VERTS.
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#define | GW_PICK 0x0001000 |
| This indicates that hit testing will be performed (not rendering).
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#define | GW_BOX_MODE 0x0002000 |
| Objects are shown using their bounding box.
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#define | GW_ALL_EDGES 0x0004000 |
| All edges of the item are shown (including the hidden ones).
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#define | GW_VERT_TICKS 0x0008000 |
| This mode is actually a pseudo-mode.
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#define | GW_SHADE_SEL_FACES 0x0010000 |
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#define | GW_TRANSPARENCY 0x0020000 |
| Specifies to use Transparency.
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#define | GW_TRANSPARENT_PASS 0x0040000 |
| Specifies a Second pass to perform Blended Transparency.
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#define | GW_EMISSIVE_VERTS 0x0080000 |
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#define | GW_ALL_OPAQUE 0x0100000 |
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#define | GW_EDGES_ONLY 0x0200000 |
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#define | GW_CONSTANT 0x0400000 |
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#define | GW_HIDDENLINE 0x0800000 |
| Similar to GW_CONSTANT but the shade color will be the color of the background.
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#define | GW_BLENDING 0x1000000 |
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#define | GW_DEPTHWRITE_DISABLE 0x2000000 |
| Disables writing into the depth buffer.
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#define | GW_GAMMA_CORRECT 0x4000000 |
| Enable gamma correct.
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#define GW_Z_BUFFER 0x0000020 |
When coordinates are specified for drawing primitives, they have x, y, and z values.
Sometimes when drawing entities in the viewports, you might want to ignore the z values. For example, in the 3ds Max viewports, the text that display the type of viewport (Front, Left, and so on) are drawn without the z values. Similarly, the arc-rotate circle control and the axis tripods are drawn without this flag being set, so they always show up in front.
#define GW_SHADE_CVERTS 0x0000800 |
This modifies GW_COLOR_VERTS.
If set, the lighting is enabled and the vertex colors are used to modulate the colors that result from the lighting. If off, the colors on each vertex are used directly to shade the triangle. When 3ds Max uses GW_SHADE_CVERTS mode, it puts a white diffuse-only material on the object so that colors appear as shaded without distortion.
When shading is Off, the vertex colors are used directly. This is equivalent to being modulated by a pure white self-illuminated material (the color values are "modulated (multiplied) by 1", so they do not change).
When shading is On, the diffuse white material is illuminated by the scene lighting. It results in shades ranging from black to white (0 to 1), with most vertices being some shade of pure gray. When the vertex colors are modulated by the material color, they get multiplied (in general) by a number less than 1, which makes them appear darker.
The RGB components of the colors are modulated uniformly so that there is no shift from red to green. That will happen if the underlying material is not evenly weighted (a pure gray lying between black and white). In other words, only the intensity of the vertex colors is changed when shading is on, not the luminance, chrominance, and so on.