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fbximplementationfilter.sip
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57 lines (49 loc) · 2 KB
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class FbxImplementationFilter : FbxObjectFilter
{
public:
static const char * sCHR_ANY_SHADING_API;
static const char * sCHR_ANY_SHADING_API_VERSION;
static const char * sCHR_ANY_SHADING_LANGUAGE;
static const char * sCHR_ANY_SHADING_LANGUAGE_VERSION;
/** Constructor
* \param pShadingAPI a string containing the implementation API name:
* MentalRay
* OpenGL
* DirectX
*
* \param pShadingAPIVersion a string containing the implementation API version:
* eg. 1.0
*
* \param pShadingLanguage a string identifying the implementation language name:
* GLSL = GL Shading Language
* HLSL = High Level Shading Language
* CGFX = CG effect(NVidia)
* RIB = RenderMan (RIB)
* etc...
*
* \param pShadingLanguageVersion a string identifying the implementation language version:
* eg. 1.0
*
* \remarks by default the created criteria correspond to any shader
*/
FbxImplementationFilter(
const char * pShadingAPI = FbxImplementationFilter::sCHR_ANY_SHADING_API,
const char * pShadingAPIVersion = FbxImplementationFilter::sCHR_ANY_SHADING_API_VERSION,
const char * pShadingLanguage = FbxImplementationFilter::sCHR_ANY_SHADING_LANGUAGE,
const char * pShadingLanguageVersion = FbxImplementationFilter::sCHR_ANY_SHADING_LANGUAGE_VERSION
);
//! Destructor.
virtual ~FbxImplementationFilter();
/** Tells if this filter matches the given shading node implementation
* \param pObjectPtr The given shading node implementation
*/
virtual bool Match(const FbxObject * pObjectPtr) const;
//! Stores the shading API
FbxString mShadingAPI;
//! Stores the shading API Version
FbxString mShadingAPIVersion;
//! Stores the shading language
FbxString mShadingLanguage;
//! Stores the shading language version
FbxString mShadingLanguageVersion;
};