Usage of MVaryingParameter and MVertexDescriptor

Usage of MVaryingParameter and MVertexDescriptor

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Usage of MVaryingParameter and MVertexDescriptor

Anonymous
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This post is a set of related questions instead of a single question. All are related to the concept of how to get vertex buffers (positions, normals and esp. multiple sets of uvs, vertex colors etc) from geometry properly when rendering in viewport 2.0. I, with my  incomplete knowledge, might have not posed some questions properly, so please bear with me 😄

 

1. What is the difference between destinationSet and sourceSet in case of MVaryingParamter. More particularly, how are they related to map1, map2 ... of UV sets and color0, color1 ... of vertex color sets?

 

2. getbuffer method of MVaryingParameter requires MGeometry as input, which is deprecated. Docs recommend MHWRender::MGeometry instead, which is not accepted by getbuffer method. Does this make MVaryingParameter also deprecated?

 

3. What use is MVaryingParameter if I can use MVertexDescriptor structures to fill MGeometryRequirememts in MRenderItems. Also, I haven't yet figured how to get multiple sets of uvs and colors using MVertexDescriptors.

 

4. dx11Shader.cpp, which is included in dx11Shader plugin in devkit uses both MVaryingParameters and MVertexDescriptors. So when an artist changes surface data in dx11Shader plugin's in AE, which of the two classes handle that?

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