#include <RixBxdf.h>
◆ RixOpacity()
◆ ~RixOpacity()
virtual RixOpacity::~RixOpacity |
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inlinevirtual |
◆ GetBxdfFactory()
◆ GetOpacity()
virtual bool RixOpacity::GetOpacity |
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RtColorRGB * |
result | ) |
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pure virtual |
GetOpacity: fill shadingCtx->nPts worth of RtColor opacity values.
Opacity values are used for transmission rays (usually shadows).
A return code of false signals that the object is fully opaque over the entirety of the shading context, whereas true signals that results are valid and need to be inspected by the renderer. A return value of false may also suggest that no RixOpacity object should have been constructed in the first place (the factory's GetOpacity should have returned NULL).
◆ GetPresence()
virtual bool RixOpacity::GetPresence |
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float * |
result | ) |
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pure virtual |
GetPresence: fill shadingCtx->nPts worth of float presence values.
Values of 1 indicate fully present, 0 indicates fully absent, values in between indicate fractional presence and are useful for antialiasing.
A return code of false signals that the object is trivially present over the shading context, whereas true signals that results are valid and need to be inspected by the renderer. A return value of false may also suggest that no RixOpacity object should have been constructed in the first place (the factory's GetOpacity should have returned NULL).
◆ GetShadingCtx()
◆ Release()
virtual void RixOpacity::Release |
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inlinevirtual |
◆ bxdfFactory
◆ shadingCtx
The documentation for this class was generated from the following file: