Mudbox/renderer.h Source File
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41 virtual void Initialize(
void );
43 virtual void SetMesh(
Mesh *pMesh );
51 bool bSkipMaterials =
false,
57 virtual unsigned int RenderData(
const Selector *pSelector,
unsigned int iStart,
const Camera *pCamera );
59 virtual void DecodeData(
unsigned int iData,
unsigned int &iFaceIndex,
unsigned int &iVertexIndex );
62 virtual void OnVertexPositionChange(
unsigned int iVertexIndex,
unsigned int iFaceIndex );
64 virtual void OnVertexStateChange(
unsigned int iVertexIndex,
unsigned int iFaceIndex );
66 virtual void OnMeshChange( MeshChange eChange = changeTopology );
69 virtual void SetLODLevel(
float fLevel );
71 virtual float LODLevel(
void )
const;
77 virtual void SetWireFrameMode(
bool bMode );
79 virtual bool WireFrameMode(
void )
const;
81 virtual void SetColorMode(
bool bMode );
83 virtual bool ColorMode(
void )
const;
86 virtual void SetVertexColor(
Color cVertexColor );
88 virtual Color VertexColor(
void )
const;
90 virtual void SetWireLevel(
unsigned int iLevel );
92 virtual unsigned int WireLevel(
void )
const;
94 virtual void SetTextureCoordinateMode(
bool bMode );
96 virtual bool TextureCoordinateMode(
void )
const;
98 virtual void SetTangentMode(
bool bMode );
100 virtual bool TangentMode(
void )
const;
102 virtual bool ReadyForClientRender() {
return true;}
105 virtual void SetFacetedMode(
bool bMode );
107 virtual bool FacetedMode(
void )
const;
141 virtual int ComponentCount(
void )
const;
149 virtual const void *VertexData(
150 unsigned int iVertexIndex,
163 virtual void SetVertexData(
164 unsigned int iVertexIndex,
166 unsigned int iDimensionIndex,
Material::VertexDataUsage m_eUsage
This tells the renderer what to do with this data.
A Mesh is a collection of vertices organized into faces, and optional Texture Coordinate information...
This structure carries information about a component.
This structure describes a dirty vertex.
int m_iDimension
Dimension of the component, must not be greater than 4.
Represents a bounding box whose axes are aligned with the coordinate system.
unsigned int m_iFaceIndex
Index of the vertex.
This is the base class for a renderer implementation, which transforms a mesh into the opengl pipelin...
Type
Type of the component.
Represents a color with four components: red, green, blue, alpha.
This base class represents any shape in 3d space.
Represents a camera (point of view) in a Mudbox scene.
Class: ConvolutionKernel.
This class is the base of all node types that can be structured in a hierarchy.
unsigned int m_iVertexIndex
#define DECLARE_CLASS
This macro should be used in declaration of classes which are inherited from the Node class (or any d...
This interface can be used to provide additional vertex data for the rendering.