bool mrGeomShaderObject::UpdateDisplay( const MaxSDK::Graphics::MaxContext& maxContext, const MaxSDK::Graphics::UpdateDisplayContext& displayContext) { // create a mesh to display (leave it in cache) UpdateMesh(displayContext.GetDisplayTime()); using namespace MaxSDK::Graphics; GenerateMeshRenderItemsContext generateRenderItemsContext; generateRenderItemsContext.GenerateDefaultContext(displayContext); m_mesh.GenerateRenderItems(mRenderItemHandles,generateRenderItemsContext); return true; }
bool TriPatchObject::UpdateDisplay( const MaxSDK::Graphics::MaxContext& maxContext, const MaxSDK::Graphics::UpdateDisplayContext& displayContext) { // create a mesh to display (leave it in cache) PrepareMesh(displayContext.GetDisplayTime()); Mesh& mesh = patch.GetMesh(); if(mesh.getNumVerts()>0) { using namespace MaxSDK::Graphics; GenerateMeshRenderItemsContext generateRenderItemsContext; generateRenderItemsContext.GenerateDefaultContext(displayContext); mesh.GenerateRenderItems(mRenderItemHandles,generateRenderItemsContext); return true ; } return false; }
bool GPUParticle::PrepareDisplay(const MaxSDK::Graphics::UpdateDisplayContext& displayContext) { if (nullptr == mpParticleItem) { MaxSDK::Graphics::DeviceCaps caps; GetIDisplayManager()->GetDeviceCaps(caps); if (caps.FeatureLevel != Level5_0) { return false; } mpParticleItem = new ParticleRenderer; } TimeValue t = displayContext.GetDisplayTime(); pblock2->GetValue(GPUParticle_radius, t, mRadius, ivalid ); pblock2->GetValue(GPUParticle_count, t, mCount, ivalid ); mpParticleItem->Radius(mRadius); mpParticleItem->Count(mCount); return true; }
bool TriPatchObject::PrepareDisplay(const MaxSDK::Graphics::UpdateDisplayContext& prepareDisplayContext) { PrepareMesh(prepareDisplayContext.GetDisplayTime()); Mesh& mesh = patch.GetMesh(); if(mesh.getNumVerts()>0) { using namespace MaxSDK::Graphics; mRenderItemHandles.ClearAllRenderItems(); IMeshDisplay2* pMeshDisplay = static_cast<IMeshDisplay2*>(mesh.GetInterface(IMesh_DISPLAY2_INTERFACE_ID)); if (NULL == pMeshDisplay) { return false; } GenerateMeshRenderItemsContext generateMeshRenderItemsContext; generateMeshRenderItemsContext.GenerateDefaultContext(prepareDisplayContext); pMeshDisplay->PrepareDisplay(generateMeshRenderItemsContext); return true ; } return false; }