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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? | |
Describes how the geometry of a prim should be displayed.
Definition at line 64 of file sceneDelegate.h.
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Creates a default DisplayStyle.
Definition at line 99 of file sceneDelegate.h.
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Creates a DisplayStyle.
| refineLevel_ | the refine level to display. Valid range is [0, 8]. |
| flatShading | enables flat shading, defaults to false. |
| displacement | enables displacement shading, defaults to true. |
| displayInOverlay | enables display in overlay, defaults to false. |
| occludedSelectionShowsThrough | controls whether the prim lets occluded selection show through it, defaults to false. |
| pointsShadingEnabled | controls whether the prim's points are shaded as surfaces or constant-shaded, defaults to false. |
| materialisFinal | controls 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.
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Definition at line 157 of file sceneDelegate.h.
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inline |
Definition at line 147 of file sceneDelegate.h.
| bool displacementEnabled |
Is the prim displacement shaded.
Definition at line 75 of file sceneDelegate.h.
| bool displayInOverlay |
Is the prim overlayed on top of other prims.
Definition at line 78 of file sceneDelegate.h.
| bool flatShadingEnabled |
Is the prim flat shaded.
Definition at line 72 of file sceneDelegate.h.
| 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.
| bool occludedSelectionShowsThrough |
Does the prim act "transparent" to allow occluded selection to show through?
Definition at line 82 of file sceneDelegate.h.
| bool pointsShadingEnabled |
Should the prim's points get shaded like surfaces, as opposed to constant shaded?
Definition at line 86 of file sceneDelegate.h.
| 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.