Public Types | Static Public Member Functions

MRenderUtil Class Reference

This reference page is linked to from the following overview topics: Overview of example plug-ins, Example C++ plug-in descriptions.


Search for all occurrences

Detailed Description

Common API rendering functions.

MRenderUtil is a class which provides static API methods to access Maya's rendering functionalities.

#include <MRenderUtil.h>

List of all members.

Public Types

enum  MRenderState {
  kNotRendering, kBatchRender, kInteractiveRender, kIprRender,
  kHardwareRender
}
 

Defines the current rendering state of Maya.

More...
enum  MRenderPass {
  kAll, kColorOnly, kShadowOnly, kAmbientOnly,
  kDiffuseOnly, kSpecularOnly
}
 

Defines the current pass of Maya.

More...

Static Public Member Functions

static MRenderState mayaRenderState ()
 Returns an enumerated type specifying the current state of the Maya renderer.
static MStatus raytrace (const MFloatVector &rayOrigin, const MFloatVector &rayDirection, const void *objectId, const void *raySampler, const short rayDepth, MFloatVector &resultColor, MFloatVector &resultTransparency, const bool isReflectedRays=true)
 This utility method provides functionality to raytrace from within a shader plug-in.
static MStatus raytrace (const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, const short rayDepth, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies, const bool isReflectedRays=true)
 This utility method provides functionality to raytrace from within a shader plug-in.
static MStatus raytraceFirstGeometryIntersections (const MFloatVectorArray &rayOrigins, const MFloatVectorArray &rayDirections, const void *objectId, const void *raySampler, MFloatVectorArray &resultIntersections, MIntArray &resultIntersected)
 This utility method provides functionality to find the location of the first geometry intersected by a ray from within a shader plug-in.
static MStatus sampleShadingNetwork (MString shadingNodeName, int numSamples, bool useShadowMaps, bool reuseMaps, MFloatMatrix &cameraMatrix, MFloatPointArray *points, MFloatArray *uCoords, MFloatArray *vCoords, MFloatVectorArray *normals, MFloatPointArray *refPoints, MFloatVectorArray *tangentUs, MFloatVectorArray *tangentVs, MFloatArray *filterSizes, MFloatVectorArray &resultColors, MFloatVectorArray &resultTransparencies)
 This utility method allows you to sample a shading node/shading engine.
static bool generatingIprFile ()
 Returns true if an IPR file is being created.
static MString relativeFileName (const MString &absFileName, MStatus *ReturnStatus=NULL)
 Extract relative file name from the given (absolute) file name.
static bool exactFileTextureName (const MObject &fileNode, MString &texturePath, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk.
static bool exactFileTextureName (const MString &baseName, bool useFrameExt, const MString &currentFrameExt, MString &exactName, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file name specified into an absolute path to a file on disk.
static bool convertPsdFile (const MObject &fileNode, MString &texturePath, const bool &forExport=false, MStatus *ReturnStatus=NULL)
 Internal use only.
static bool exactImagePlaneFileName (const MObject &imagePlaneNode, MString &texturePath, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk.
static MString exactFileTextureName (const MObject &fileNode, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk.
static MString exactFileTextureName (const MString &baseName, bool useFrameExt, const MString &currentFrameExt, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file name specified into an absolute path to a file on disk.
static MString convertPsdFile (const MObject &fileNode, const bool &forExport=false, MStatus *ReturnStatus=NULL)
 Internal use only.
static MString exactImagePlaneFileName (const MObject &imagePlaneNode, MStatus *ReturnStatus=NULL)
 Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk.
static bool inCurrentRenderLayer (const MDagPath &objectPath, MStatus *ReturnStatus=NULL)
 Returns true if the specified path is in the current render layer.
static MRenderPass renderPass (void)
 Returns an enumerated type specifying the current pass the Maya renderer is executing.
static MString mainBeautyPassCustomTokenString ()
 Returns the custom token string of the main beauty pass for use by renderers in file naming.
static MString mainBeautyPassName ()
 Returns the name of the main beauty pass for use by renderers for token substitution.
static float diffuseReflectance (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL)
 This utility function computes and returns the diffuse or lambertian reflectance for a given light source and surface.
static MFloatVector maximumSpecularReflection (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &normal, const MFloatVector &rayDirection, MStatus *ReturnStatus=NULL)
 This utility function computes and returns the vector corresponding to the point on the light source that provides the maximum specular reflection.
static float lightAttenuation (const void *lightBlindData, const MFloatVector &pointCamera, const MFloatVector &normal, bool lightBackFace, MStatus *ReturnStatus=NULL)
 This utility function computes and returns light attentuation factor of a light.
static float hemisphereCoverage (const void *lightBlindData, const MFloatVector &lightDirection, const MFloatVector &pointCamera, const MFloatVector &rayDirection, bool lightBackFace, MStatus *ReturnStatus=NULL)
 This utility function computes and returns the fraction of the light that is transmitted by an object.
static void sendRenderProgressInfo (const MString &pixFile, int percentageDone)
 This utility function sends batch rendering status to Maya.
static void getCommonRenderSettings (MCommonRenderSettingsData &rgData)
 Fill the set of common render setting values.
static MStatus renderObjectItem (const void *objectId, MSelectionList &item)
 Procedure to look up a selection item for a given sample object id.
static const char * className ()
 Returns the name of this class.

Member Enumeration Documentation

Defines the current rendering state of Maya.

Enumerator:
kNotRendering 

Not rendering.

kBatchRender 

Performing a batch render.

kInteractiveRender 

Performing an interactive render.

kIprRender 

Performing an IPR render.

kHardwareRender 

Performing a hardware render.

Defines the current pass of Maya.

Enumerator:
kAll 

Default case, compute everything.

kColorOnly 

Compute only color information, no shadows.

kShadowOnly 

Compute only shadow information, no color.

kAmbientOnly 

Compute only ambient information.

kDiffuseOnly 

Compute only diffuse information.

kSpecularOnly 

Compute only specular information.


Member Function Documentation

MRenderUtil::MRenderState mayaRenderState ( ) [static]

Returns an enumerated type specifying the current state of the Maya renderer.

Returns:
MStatus raytrace ( const MFloatVector rayOrigin,
const MFloatVector rayDirection,
const void *  notUsed,
const void *  raySampler,
const short  rayDepth,
MFloatVector resultColor,
MFloatVector resultTransparency,
const bool  isReflectedRays = true 
) [static]

This utility method provides functionality to raytrace from within a shader plug-in.

This method shoots a single ray given a ray origin and a ray direction, and returns the color and transparency of the result.

In order for a shader plug-in to raytrace, the following steps are necessary:

raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).

rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).

The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.

isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal->renderQuality for terminating the rays.

All objects to be seen by the raytracer need to have their "Visible In Reflections" or "Visible In Refraction" flags turned on.

This method only works in the software renderer.

Parameters:
[in]rayOriginOrigin of the ray to shoot from in camera space
[in]rayDirectionDirection of the ray to shoot at in camera space
[in]notUsedunused argument left for compatibility
[in]raySamplerPointer to the raytracer from the renderer
[in]rayDepthCurrent ray depth from the renderer
[in]resultColorStorage for the result color
[in]resultTransparencyStorage for the result transparency
[in]isReflectedRaystrue for reflected rays (default), false for refracted rays
Returns:
Status Code
Examples:
phongShader.cpp.
MStatus raytrace ( const MFloatVectorArray rayOrigins,
const MFloatVectorArray rayDirections,
const void *  notUsed,
const void *  raySampler,
const short  rayDepth,
MFloatVectorArray resultColors,
MFloatVectorArray resultTransparencies,
const bool  isReflectedRays = true 
) [static]

This utility method provides functionality to raytrace from within a shader plug-in.

This method shoots a number of rays given ray origins and ray directions, and returns the colors and transparencies of the results.

The size of rayOrigins, rayDirections, colors, and transparencies arrays must be the same.

In order for a shader plug-in to raytrace, the following steps are necessary:

raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).

rayDepth is needed from the renderer. This can be obtained by creating an input attribute named 'rayDepth' (rd).

The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.

isReflectedRays tells if these rays are for reflection or refraction. This allows the raytracer to check the corresponding ray depth limit under renderGlobal->renderQuality for terminating the rays.

All objects to be seen by the raytracer need to have their "Visible In Reflections" or "Visible In Refraction" flags turned on.

This method only works in the software renderer.

Parameters:
[in]rayOriginsOrigins of the ray to shoot from in camera space
[in]rayDirectionsDirections of the ray to shoot at in camera space
[in]notUsedunused argument left for compatability
[in]raySamplerPointer to the raytracer from the renderer
[in]rayDepthCurrent ray depth from the renderer
[in]resultColorsStorage for the result colors
[in]resultTransparenciesStorage for the result transparencies
[in]isReflectedRaystrue for reflected rays (default), false for refracted rays
Returns:
Status Code
MStatus raytraceFirstGeometryIntersections ( const MFloatVectorArray rayOrigins,
const MFloatVectorArray rayDirections,
const void *  notUsed,
const void *  raySampler,
MFloatVectorArray resultIntersections,
MIntArray resultIntersected 
) [static]

This utility method provides functionality to find the location of the first geometry intersected by a ray from within a shader plug-in.

This method shoots a number of rays given ray origins and ray directions, and returns whether the rays intersected anything, and if so, the locations of the first geometry intersected in camera space. The plug-in should check the resultIntersected values to see if a ray has intersected any geometry (0 = no geometry intersected, 1 = geometry intersected).

The size of rayOrigins, rayDirections, resultIntersections, and resultIntersected arrays must be the same.

In order for a shader plug-in to raytrace, the following steps are necessary:

raySampler is needed from the renderer. This can be obtained by creating an input attribute named 'raySampler' (rtr).

The "Enable Raytracing" flag needs to be turned on in renderGlobal-> renderQuality->raytracing.

All objects to be seen by the raytracer need to have their "Visible In Reflections" flags turned on.

This method only works in the software renderer.

Parameters:
[in]rayOriginsOrigins of the ray to shoot from in camera space
[in]rayDirectionsDirections of the ray to shoot at in camera space
[in]notUsedunused argument left for compatability
[in]raySamplerPointer to the raytracer from the renderer
[in]resultIntersectionsStorage for the result intersection locations in camera space
[in]resultIntersectedStorage for the result intersected flags (0 = no geometry intersected, 1 = geometry intersected)
Returns:
Status Code
MStatus sampleShadingNetwork ( MString  shadingNodeName,
int  numSamples,
bool  useShadowMaps,
bool  reuseMaps,
MFloatMatrix cameraMatrix,
MFloatPointArray points,
MFloatArray uCoords,
MFloatArray vCoords,
MFloatVectorArray normals,
MFloatPointArray refPoints,
MFloatVectorArray tangentUs,
MFloatVectorArray tangentVs,
MFloatArray filterSizes,
MFloatVectorArray resultColors,
MFloatVectorArray resultTransparencies 
) [static]

This utility method allows you to sample a shading node/shading engine.

You can specify the location and property of the sample point, and the method will return the result color and transparency. If you are sampling a shading engine, and there are lights in the scene, you can optionally request shadows to be computed as well.

If you specify a shading node to be evaluated, you'll need to provide the attribute to be evaluated. For example, valid shading nodes are checker1.outAlpha, file1.outColor, etc.

If you specify a shading engine to be evaluated, only the name will be needed. For example, valid shading engines are initialShadingGroup, phong1SG, etc.

Since setting up sampling is an expensive operation, try to pass in as many sample points at one time as possible and let the sampler process them in batch. Try to avoid calling the sampler with just one sample.

For extremely complicated shading networks, it is possible that passing in too many samples in one batch will cause a stack overflow. If this condition occurs, simply reduce the number of samples per batch.

Certain type of shading network requires certain type of input, and not all inputs are needed. For example, a 2D texture such as file or checker does not need point/normal/tangent information. Pass in NULL for parameters which are not needed.

In general, 2D textures require UV coordinates, 3D textures require points and refPoints, lighting calculations require points and normals.

To calculate camera space related shaders, such as hilights in a phong shader, an eye to world matrix needs to be supplied. This matrix is used to convert supplied world coordinates into camera coordinate. The matrix can be obtained by getting the inclusive matrix of the camera's DAG node.

This method can be used in both interactive and batch.

Parameters:
[in]shadingNodeNameName of the shading node/shading engine
[in]numSamplesNumber of samples to be calculated
[in]useShadowMapsWhether to calculate shadows
[in]reuseMapsIf calculating shadows, whether to reuse shadowmaps
[in]cameraMatrixThe eyeToWorld matrix to be used for conversion
[in]pointsLocations to be sampled in world space
[in]uCoordsU coordinates of the samples
[in]vCoordsV coordinates of the samples
[in]normalsNormals at the sample points in world space
[in]refPointsRefPoints to be used for 3D texture in world space
[in]tangentUsU tangents at the sample points in world space
[in]tangentVsV tangents at the sample points in world space
[in]filterSizesFilter sizes to be used for 2D/3D textures
[in]resultColorsStorage for result colors
[in]resultTransparenciesstorage for result transparencies
Returns:
Status Code
  • MS::kSuccess Return is valid
  • MS::kNoModelActive Unable to get the active model
  • MS::kObjectDoesNotExist Unable to find the specified shadingNodeName
  • MS::kInvalidDataType Specified node is not a shading engine
  • MS::kFailure Failed to sample the given shading network
Examples:
sampleCmd.cpp, and sampleParticles.cpp.
bool generatingIprFile ( ) [static]

Returns true if an IPR file is being created.

This can be used to optimize the IPR file. Lights do not need to request particle information (IPR does not support particle rendering) when creating a IPR file.

Returns:
true if IPR file is being generated, false otherwise.
MString relativeFileName ( const MString absFileName,
MStatus ReturnStatus = NULL 
) [static]

Extract relative file name from the given (absolute) file name.

If the given file name does not begin with a project root, return value is same as the input file name.

Parameters:
[in]absFileNameinput file name
[out]ReturnStatusstatus code
Returns:
  • file name without the project path
Status Codes:
bool exactFileTextureName ( const MObject fileNode,
MString texturePath,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk.

The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.

Python Notes:

This method is not supported in Python. See the version which returns a string.

Parameters:
[in]fileNodea file texture node
[out]texturePathreturns an absolute pathname to the texture file referenced by the node.
[out]ReturnStatusstatus code
Returns:
true if the image file pathname was successfully resolved, false otherwise.
Status Codes:
bool exactFileTextureName ( const MString baseName,
bool  useFrameExt,
const MString currentFrameExt,
MString exactName,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file name specified into an absolute path to a file on disk.

The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.

Python Notes:

This method is not supported in Python. See the version which returns a string.

Parameters:
[in]baseNamea file name to be resolved
[in]useFrameExtuse frame extension for image file name
[in]currentFrameExtspecify a frame extension if useFrameExt is used.
[out]exactNameresolved file name with absolute path
[out]ReturnStatusstatus code
Returns:
  • true if the file pathname was successfully resolved.
  • false if the pathname could not be resolved.
Status Codes:
bool convertPsdFile ( const MObject fileNode,
MString texturePath,
const bool &  forExport = false,
MStatus ReturnStatus = NULL 
) [static]

Internal use only.

This method converts a Psd file texture to an IFF file that can be used by Maya.

It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.

Python Notes:

This method is not supported in Python. See the version which returns a string.

Parameters:
[in]fileNodea file texture node
[out]texturePathreturns an absolute pathname to the texture file referenced by the node.
[in]forExportif true the resulting IFF file will be stored in the project directory tree, otherwise it will be stored in a temporary file which will be deleted when Maya exits.
[out]ReturnStatusstatus code
Returns:
  • true if the image file pathname was successfully resolved and exporting psd file is succeeded.
  • false if the pathname could not be resolved or exporting psd file fails.
Status Codes:
bool exactImagePlaneFileName ( const MObject imagePlaneNode,
MString texturePath,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk.

The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.

Python Notes:

This method is not supported in Python. See the version which returns a string.

Parameters:
[in]imagePlaneNodean image plane node
[out]texturePathreturns an absolute pathname to the texture file referenced by the node.
[out]ReturnStatusstatus code
Returns:
  • true if the image file pathname was successfully resolved.
  • false if the pathname could not be resolved.
Status Codes:
MString exactFileTextureName ( const MObject fileNode,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file texture name specified on a file texture node into an absolute path to an image file on disk.

The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.

Parameters:
[in]fileNodea file texture node
[out]ReturnStatusstatus code
Returns:
An absolute pathname to the texture file referenced by the node. If the path cannot be resolved than an empty string is returned
Status Codes:
MString exactFileTextureName ( const MString baseName,
bool  useFrameExt,
const MString currentFrameExt,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file name specified into an absolute path to a file on disk.

The function applies exactly the same logic that is used by the file texture node internally for resolving the image file path.

Parameters:
[in]baseNamea file name to be resolved
[in]useFrameExtuse frame extension for image file name
[in]currentFrameExtspecify a frame extension if useFrameExt is used.
[out]ReturnStatusstatus code
Returns:
  • true if the file pathname was successfully resolved.
  • false if the pathname could not be resolved.
Status Codes:
MString convertPsdFile ( const MObject fileNode,
const bool &  forExport = false,
MStatus ReturnStatus = NULL 
) [static]

Internal use only.

This method converts a Psd file texture to an IFF file that can be used by Maya.

It writes out the current layer set image the file node. The intermediate image will be either 8 or 16 b.p.c, based on the input psd file.

Parameters:
[in]fileNodea file texture node
[in]forExportif true the resulting IFF file will be stored in the project directory tree, otherwise it will be stored in a temporary file which will be deleted when Maya exits.
[out]ReturnStatusstatus code
Returns:
  • true if the image file pathname was successfully resolved and exporting psd file is succeeded.
  • false if the pathname could not be resolved or exporting psd file fails.
Status Codes:
MString exactImagePlaneFileName ( const MObject imagePlaneNode,
MStatus ReturnStatus = NULL 
) [static]

Attempts to resolve the file texture name specified on an image plane node into an absolute path to an image file on disk.

The function applies exactly the same logic that is used by the image plane node internally for resolving the image file path.

Parameters:
[in]imagePlaneNodean image plane node
[out]ReturnStatusstatus code
Returns:
An absolute pathname to the texture file referenced by the node. If the pathname cannot be resolved, then the returned string is empty
Status Codes:
bool inCurrentRenderLayer ( const MDagPath objectPath,
MStatus ReturnStatus = NULL 
) [static]

Returns true if the specified path is in the current render layer.

If the object at the end of the DAG path has not been assigned to any layer, then each node in hierarchy from bottom up will be tested whether its contained in the current render layer.

Parameters:
[in]objectPathPath of object to test
[out]ReturnStatusStatus code
Returns:
true if the object is in the current render layer.
Status Codes:
MRenderUtil::MRenderPass renderPass ( void  ) [static]

Returns an enumerated type specifying the current pass the Maya renderer is executing.

Returns:
MString mainBeautyPassCustomTokenString ( ) [static]

Returns the custom token string of the main beauty pass for use by renderers in file naming.

Returns:
The custom token string for the main beauty pass
MString mainBeautyPassName ( ) [static]

Returns the name of the main beauty pass for use by renderers for token substitution.

Returns:
The name of the main beauty pass
float diffuseReflectance ( const void *  lightBlindData,
const MFloatVector lightDirection,
const MFloatVector pointCamera,
const MFloatVector normal,
bool  lightBackFace,
MStatus ReturnStatus = NULL 
) [static]

This utility function computes and returns the diffuse or lambertian reflectance for a given light source and surface.

Parameters:
[in]lightBlindDataThe reference to the aLightBlindData attribute of the current light being evaluated
[in]lightDirectionThe direction of the light being evaluated
[in]pointCameraThe position of the camera
[in]normalThe surface normal
[in]lightBackFaceIs the back face being lit, true or false.
[out]ReturnStatusStatus code
Examples:
phongShader.cpp.
MFloatVector maximumSpecularReflection ( const void *  lightBlindData,
const MFloatVector lightDirection,
const MFloatVector pointCamera,
const MFloatVector normal,
const MFloatVector rayDirection,
MStatus ReturnStatus = NULL 
) [static]

This utility function computes and returns the vector corresponding to the point on the light source that provides the maximum specular reflection.

Parameters:
[in]lightBlindDataThe reference to the aLightBlindData attribute of the current light being evaluated
[in]lightDirectionThe direction of the light being evaluated
[in]pointCameraThe position of the camera
[in]normalThe surface normal
[in]rayDirectionThe direction of the current intersection ray in camera space
[out]ReturnStatusStatus code
Examples:
phongShader.cpp.
float lightAttenuation ( const void *  lightBlindData,
const MFloatVector pointCamera,
const MFloatVector normal,
bool  lightBackFace,
MStatus ReturnStatus = NULL 
) [static]

This utility function computes and returns light attentuation factor of a light.

Note that the result of 1 will be returned if the light being evaluated does not support light attentuation.

Parameters:
[in]lightBlindDataThe reference to the aLightBlindData attribute of the current light being evaluated
[in]pointCameraThe position of the camera
[in]normalThe surface normal
[in]lightBackFaceIs the back face being lit, true or false.
[out]ReturnStatusStatus code
Examples:
phongShader.cpp.
float hemisphereCoverage ( const void *  lightBlindData,
const MFloatVector lightDirection,
const MFloatVector pointCamera,
const MFloatVector rayDirection,
bool  lightBackFace,
MStatus ReturnStatus = NULL 
) [static]

This utility function computes and returns the fraction of the light that is transmitted by an object.

It is mostly used for translucence and scattering effects.

Parameters:
[in]lightBlindDataThe reference to the aLightBlindData attribute of the current light being evaluated
[in]lightDirectionThe direction of the light being evaluated
[in]pointCameraThe position of the camera
[in]rayDirectionThe direction of the current intersection ray in camera space
[in]lightBackFaceIs the back face being lit, true or false.
[out]ReturnStatusStatus code
void sendRenderProgressInfo ( const MString pixFile,
int  percentageDone 
) [static]

This utility function sends batch rendering status to Maya.

Parameters:
[in]pixFileFile name of the last rendered batch image
[in]percentageDonepercentage rendered
void getCommonRenderSettings ( MCommonRenderSettingsData mrgData) [static]

Fill the set of common render setting values.

Parameters:
[out]mrgDataRender settings.
MStatus renderObjectItem ( const void *  objectId,
MSelectionList item 
) [static]

Procedure to look up a selection item for a given sample object id.

This is only guaranteed to work when software rendering. As multiple processors may be used when software rendering; a critical section should be used to protect multiple threads from simulaneously performing DG evaluation. This includes querying attribute values.

Parameters:
[in]objectIdThe sample object id to look-up
[in]itemThe corresponding item for the id
Returns:
Status Code
Examples:
cvColorShader.cpp.
const char * className ( ) [static]

Returns the name of this class.

Returns:
The name of this class.

MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil
MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil MRenderUtil