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RpToonGeoForAllInkIDsCallBack represents the function called from RpToonGeoForAllInkIDs for all ink IDs in a given RpToonGeo. This function should return the current ink ID to indicate success. The callback may return NULL to terminate further callbacks on the RpToonGeo.
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RpToonGeoForAllPaintIDs represents the function called from RpToonGeoForAllPaintIDs for all paint IDs in a given RpToonGeo. This function should return the current paint ID to indicate success. The callback may return NULL to terminate further callbacks on the RpToonGeo.
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Describes how an RpToonInk is interpreted by an RpToonEdge. |
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RpToonGeoApplyInksInInkDictionary is used to link named inks in a RpToonInkDictionary to a RpToonGeo object. The RpToonGeo checks each ink ID it stores against the contents of the dictionary. If a RpToonInk s name matches, it's reference count is incremented and the RpToonGeo keeps a direct pointer to that ink. Next time the RpToonGeo is rendered, it will use that ink style. When the RpToonGeo is destroyed, it will destroy the RpToonInk too. This is different to the way in which RwTexture's in a RwTexDictionary are applied to an object to allow you to quickly and easily change ink styles on a character without reloading it.
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RpToonGeoApplyPaintsInPaintDictionary is used to link named paints in a RpToonPaintDictionary to a RpToonGeo object. The RpToonGeo checks each paint ID it stores against the contents of the dictionary. If a RpToonPaint s name matches, it's reference count is incremented and the RpToonGeo keeps a direct pointer to that paint. Next time the RpToonGeo is rendered, it will use that paint style. When the RpToonGeo is destroyed, it will destroy the RpToonPaint too. This is different to the way in which RwTexture's in a RwTexDictionary are applied to an object to allow you to quickly and easily change paint styles on a character without reloading it.
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RpToonGeoForAllInkIDs is used to iterate over ink names in a RpToonGeo object. The function enumerateInkIDsCallBack is called with each ink ID (name) the RpToonGeo stores. This is useful if you're writing an editor for toon inks, or are looking for a certain ink on an object that needs to be treated specially.
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RpToonGeoForAllPaintIDs is used to iterate over paint names referenced by a RpToonGeo object and any of its materials. The function forAllPaintIDsCallBack is called with each paint ID (name) the RpToonGeo stores. This is useful if you're writing an editor for toon paints, or are looking for a certain paint on an object that needs to be treated specially.
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RpToonGeoGetCreaseInk is used to retrieve the ink used as the default for rendering crease edges on an RpToonGeo.
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RpToonGeoGetEdges is used to retrieve a copy of the edges RpToon built from the source geometry
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RpToonGeoGetNumEdges is used to retrieve the number of edges RpToon built from the source geometry.
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RpToonGeoGetPaint is used to retrieve the paint used as the default for rendering a RpToonGeo.
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RpToonGeoGetSilhouetteInk is used to retrieve the ink used as the default for rendering silhouette edges on an RpToonGeo.
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RpToonGeoGetVertexThicknesses is used to gain read only access to vertex thickness multipliers stored in a RpToonGeo.
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RpToonGeoLockVertexThicknesses is used to begin read/write access to vertex thickness multipliers stored in a RpToonGeo.
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RpToonGeometryCreateToonGeo creates an RpToonGeo with edge and connectivity information derived from the input RpGeometry, and stores it in geometry. Creating this information is an expensive memory intensive process which is best done at export time and then streamed for use on consoles. On non-PC platforms the connectivity information will not be created and attempts to use it will fail.
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RpToonGeometryGetToonGeo gets the RpToonGeo associated with the RpGeometry.
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RpToonGeoNotifyVertexPositionsDirty is used to tell an RpToonGeo that vertex positions have been modified, and dependent information it stores will need to be updated. In general, this shouldn't be necessary, but on platforms that chain the render callback to do line rendering (PC, GameCube, Xbox), RpDMorph can update the information in a way in which the RpToonGeo can't reasonably figure out for itself. Additional chained custom render callbacks can have this effect too.
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RpToonGeoSetCreaseInk is used to set a RpToonInk as the default ink to use when rendering crease edges on the RpToonGeo. The RpToonGeo adds a reference to the ink and destroys it when it is destroyed. If it had a previous ink, that ink is destroyed.
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RpToonGeoSetPaint is used to set a RpToonPaint as the default paint to use when rendering the RpToonGeo. The RpToonGeo adds a reference to the paint and destroys it when it is destroyed. If it had a previous paint, that paint is destroyed.
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RpToonGeoSetSilhouetteInk is used to set a RpToonInk as the default ink to use when rendering silhouette edges on the RpToonGeo. The RpToonGeo adds a reference to the ink and destroys it when it is destroyed. If it had a previous ink, that ink is destroyed.
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RpToonGeoUnlockVertexThicknesses is used to end read/write access to vertex thickness multipliers stored in a RpToonGeo. The multipliers will be reinstanced if necessary for the particular platform.
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RpToonWorldSectorCreateToonGeo creates an RpToonGeo with edge and connectivity information derived from the input RpWorldSector, and stores it in sector. Creating this information is an expensive memory intensive process which is best done at export time and then streamed for use on consoles. On non-PC platforms the connectivity information will not be created and attempts to use it will fail.
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RpToonWorldSectorGetToonGeo gets the RpToonGeo associated with the RpWorldSector.
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