Element type: |
miSCENE_FACE |

Data type: |
miFace[ ] |

Sizes: |
int no_faces |

Defaults: |
all nulls except where otherwise noted |

typedef struct miFace { miApprox def_trim_approx; /* approx techn. for default trims */ miGeoRange range[miUV_DIM]; /* min/max for parameter vals*/ miGeoIndex no_curves; /* total number of curves */ miGeoIndex no_surfaces; /* total # of surfs: 1 geo. + xtras */ miGeoIndex surface_idx; /* surface list index */ miGeoIndex curve_idx; /* index into the 'curves' list*/ miTag material; /* optional: material of the face */ miVertex_content gap_vert_info; /* For calculating box sizes */ } miFace;

A translator must provide: `range`, `no_surfaces`,
`surface_idx`, `material`,
`gap_vert_info`.

A translator may provide: `def_trim_approx`,
`no_curves`, `curve_idx`.

**def_trim_approx** is the approximation for default trimming
curves. Default trimming curves are automatically created if the
face has no explicit trimming curves attached. The default trimming
curve follows the edges of the face. The `miAPPROX_DEFTRIM`
approximation technique, which is allowed only here, should be used
as default to create a default trim curve that does not introduce
new vertices.

**range[miU]** and **range[miV]** specify the minimum and
maximum values of the U and V parameter vectors.

**no_curves** specifies the total number of curves used by
this face.

**no_surfaces** is the total number of surfaces for this
face. This is at least 1 for the geometric surface, plus the
numbers of texture, bump, and/or motion surfaces.

**surface_idx** is the index of the first surface in the
surface list anchored in the object (see above) that is used for
this face. This is the first of *no_surfaces* consecutive
surfaces to use.

**curve_idx** is the index of the first curve in the curve
list anchored in the object that is used for this face. This is the
first of *no_curves* consecutive curves to use.

**material** specifies the tag of a material to use for the
face.

**gap_vert_info** describes the layout and size of the
vertices to create during tessellation. The boxes created during
tessellation will get a copy of this vertex info structure.

Copyright © 1986, 2013 NVIDIA Corporation