Hi,
I have an Override which uses a k3dCPVFatPointShader created with shaderManager->getStockShader(MHWRender::MShaderManager::k3dCPVFatPointShader);
Here I can can set the color per point. Is there any way to set the point size per point? As much as I can see, the stock shader only uses one size for all points.
Hi,
I have an Override which uses a k3dCPVFatPointShader created with shaderManager->getStockShader(MHWRender::MShaderManager::k3dCPVFatPointShader);
Here I can can set the color per point. Is there any way to set the point size per point? As much as I can see, the stock shader only uses one size for all points.
Looks like the shader instance has "pointSize" parameter.
Check out .parameterList()
This information seems to be forwarded to "mayaPoint2Quad" fragment which appears to handle actual point render btw.
Looks like the shader instance has "pointSize" parameter.
Check out .parameterList()
This information seems to be forwarded to "mayaPoint2Quad" fragment which appears to handle actual point render btw.
The point size ist set as a uniform parameter what means all points get the same size, not as a value per point. I'd like to use a different size per point if possible.
The point size ist set as a uniform parameter what means all points get the same size, not as a value per point. I'd like to use a different size per point if possible.
Oops I misunderstood your question.
I looked at the stock fat point shader source and like you said it doesn't seems to support per point size.
However there is one promising fragment called "mayaFatPointVaryingSizeShader" that get its per point size data from "getPointSize" fragment, mapped to TEXCOORD
I didn't investigate how to compose this to working shader yet.
Oops I misunderstood your question.
I looked at the stock fat point shader source and like you said it doesn't seems to support per point size.
However there is one promising fragment called "mayaFatPointVaryingSizeShader" that get its per point size data from "getPointSize" fragment, mapped to TEXCOORD
I didn't investigate how to compose this to working shader yet.
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