rfm2
22.0
A python-based rewrite of RenderMan for Maya
|
Functions | |
def | triangleStripGrid (cols, rows) |
def | quadStripGrid (rows, cols) |
def | triangleStripGrid3 (indexBuffer, cols, rows, startIdx) |
def | sphereVtxBufA (cols, rows, radius) |
def | sphereVtxBuf (cols, rows, radius) |
def | vizSphere (algo, cols, rows, radius) |
def rfm2.testpad.quadStripGrid | ( | rows, | |
cols | |||
) |
def rfm2.testpad.sphereVtxBuf | ( | cols, | |
rows, | |||
radius | |||
) |
def rfm2.testpad.sphereVtxBufA | ( | cols, | |
rows, | |||
radius | |||
) |
def rfm2.testpad.triangleStripGrid | ( | cols, | |
rows | |||
) |
def rfm2.testpad.triangleStripGrid3 | ( | indexBuffer, | |
cols, | |||
rows, | |||
startIdx | |||
) |
Fills a index buffer, assuming the vertex buffer has been populated in a very specific way (see example below). This is typically used to draw spheres or any other grid-like topology. Example: cols = 3 and rows = 3. The vertex ordering is obviously important... \t 0 1 2 0 1 2 \t |/|/| \t 3 4 5 -> 3 4 5 -> [0, 3, 1, 4, 2, 5, 5, \t |/|/| 3, 3, 6, 4, 7, 5, 8] \t 6 7 8 6 7 8
def rfm2.testpad.vizSphere | ( | algo, | |
cols, | |||
rows, | |||
radius | |||
) |