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HdDisplayStyle Struct Reference

Describes how the geometry of a prim should be displayed. More...

#include <sceneDelegate.h>

Public Member Functions

 HdDisplayStyle ()
 Creates a default DisplayStyle.
 
 HdDisplayStyle (int refineLevel_, bool flatShading=false, bool displacement=true, bool displayInOverlay_=false, bool occludedSelectionShowsThrough_=false, bool pointsShadingEnabled_=false, bool materialIsFinal_=false)
 Creates a DisplayStyle.
 
 HdDisplayStyle (HdDisplayStyle const &rhs)=default
 
bool operator== (HdDisplayStyle const &rhs) const
 
bool operator!= (HdDisplayStyle const &rhs) const
 

Public Attributes

int refineLevel
 The prim refine level, in the range [0, 8].
 
bool flatShadingEnabled
 Is the prim flat shaded.
 
bool displacementEnabled
 Is the prim displacement shaded.
 
bool displayInOverlay
 Is the prim overlayed on top of other prims.
 
bool occludedSelectionShowsThrough
 Does the prim act "transparent" to allow occluded selection to show through?
 
bool pointsShadingEnabled
 Should the prim's points get shaded like surfaces, as opposed to constant shaded?
 
bool materialIsFinal
 Is this prim exempt from having its material disabled or overridden, for example, when a renderer chooses to ignore all scene materials?
 

Detailed Description

Describes how the geometry of a prim should be displayed.

Definition at line 64 of file sceneDelegate.h.

Constructor & Destructor Documentation

◆ HdDisplayStyle() [1/2]

HdDisplayStyle ( )
inline

Creates a default DisplayStyle.

  • refineLevel is 0.
  • flatShading is disabled.
  • displacement is enabled.
  • displayInOverlay is disabled.
  • occludedSelectionShowsThrough is disabled.
  • pointsShading is disabled.

Definition at line 99 of file sceneDelegate.h.

◆ HdDisplayStyle() [2/2]

HdDisplayStyle ( int  refineLevel_,
bool  flatShading = false,
bool  displacement = true,
bool  displayInOverlay_ = false,
bool  occludedSelectionShowsThrough_ = false,
bool  pointsShadingEnabled_ = false,
bool  materialIsFinal_ = false 
)
inline

Creates a DisplayStyle.

Parameters
refineLevel_the refine level to display. Valid range is [0, 8].
flatShadingenables flat shading, defaults to false.
displacementenables displacement shading, defaults to true.
displayInOverlayenables display in overlay, defaults to false.
occludedSelectionShowsThroughcontrols whether the prim lets occluded selection show through it, defaults to false.
pointsShadingEnabledcontrols whether the prim's points are shaded as surfaces or constant-shaded, defaults to false.
materialisFinalcontrols whether the prim's material should be exempt from override or disabling, such as when a renderer wants to ignore all scene materials.

Definition at line 122 of file sceneDelegate.h.

Member Function Documentation

◆ operator!=()

bool operator!= ( HdDisplayStyle const &  rhs) const
inline

Definition at line 157 of file sceneDelegate.h.

◆ operator==()

bool operator== ( HdDisplayStyle const &  rhs) const
inline

Definition at line 147 of file sceneDelegate.h.

Member Data Documentation

◆ displacementEnabled

bool displacementEnabled

Is the prim displacement shaded.

Definition at line 75 of file sceneDelegate.h.

◆ displayInOverlay

bool displayInOverlay

Is the prim overlayed on top of other prims.

Definition at line 78 of file sceneDelegate.h.

◆ flatShadingEnabled

bool flatShadingEnabled

Is the prim flat shaded.

Definition at line 72 of file sceneDelegate.h.

◆ materialIsFinal

bool materialIsFinal

Is this prim exempt from having its material disabled or overridden, for example, when a renderer chooses to ignore all scene materials?

Definition at line 90 of file sceneDelegate.h.

◆ occludedSelectionShowsThrough

bool occludedSelectionShowsThrough

Does the prim act "transparent" to allow occluded selection to show through?

Definition at line 82 of file sceneDelegate.h.

◆ pointsShadingEnabled

bool pointsShadingEnabled

Should the prim's points get shaded like surfaces, as opposed to constant shaded?

Definition at line 86 of file sceneDelegate.h.

◆ refineLevel

int refineLevel

The prim refine level, in the range [0, 8].

The refinement level indicates how many iterations to apply when subdividing subdivision surfaces or other refinable primitives.

Definition at line 69 of file sceneDelegate.h.


The documentation for this struct was generated from the following file: