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IRdLWMaterial Struct Reference

Inherits IRsDataObject.

List of all members.

Public Member Functions

HRESULT Clear ()
HRESULT PutShader ([in] BSTR dwShaderType,[out, retval] void **ppShaderData)
HRESULT GetShader ([in] BSTR dwShaderType,[out, retval] void *ppShaderData)
HRESULT GetShaderCount ([in] BSTR bShaderType,[out] RtDWORD *pdwAttributeCount)
HRESULT PutMaterial ([in] RtMaterialGeneric matGeneric)
HRESULT GetMaterial ([out, retval]RtMaterialGeneric *matGeneric)
HRESULT LockObject ()
 Lock the object.

HRESULT UnlockObject ()
 Unlock the object.


Detailed Description

This dataobject represents material interface.


Member Function Documentation

HRESULT IRdLWMaterial::Clear  ) 
 

Clear the dataobject

HRESULT IRdLWMaterial::PutShader [in] BSTR  dwShaderType,
[out, retval] void **  ppShaderData
 

This method is used to add source code of specific shader into the material.

Parameters:
dwAttributeID specifies the material attribute ID (material channel). 0xFFFFFFFF should be specified in case of default shader.
bstrShaderType specifies the shader type (the same as shader function prefix. i.e. color for the Color shader).
bstrShaderName specifies the shader name.
bstrShaderText specifies the shader code. Note that it is converted to ANSI charset internally

HRESULT IRdLWMaterial::GetShader [in] BSTR  dwShaderType,
[out, retval] void *  ppShaderData
 

This method is used to get source code of specific shader from the material.

Parameters:
dwAttributeID specifies the material attribute ID (material channel). 0xFFFFFFFF should be specified in case of default shader.
bstrShaderType specifies the shader type (the same as shader function prefix. i.e. color for the Color shader).
pbstrShaderName is filled with shader name.
pbstrShaderText is filled with the shader code. Note that it is converted to ANSI charset internally
Return values:
S_FALSE is returned if shader of specified type is not available for the attribute ID

HRESULT IRdLWMaterial::GetShaderCount [in] BSTR  bShaderType,
[out] RtDWORD *  pdwAttributeCount
 

This method is used to get the count of different attributes for given shader type.

Parameters:
bstrShaderType specifies the shader type (the same as shader function prefix. i.e. color for the Color shader).
pdwAttributeCount is filled with the attribute count.

HRESULT IRdLWMaterial::PutMaterial [in] RtMaterialGeneric  matGeneric  ) 
 

This method is used to add source code of specific shader into the material.

Parameters:
dwAttributeID specifies the material attribute ID (material channel). 0xFFFFFFFF should be specified in case of default material.
bstrMaterialName specifies the material name.
bstrMaterialText specifies the material code. Note that it is converted to ANSI charset internally

HRESULT IRdLWMaterial::GetMaterial [out, retval] RtMaterialGeneric *  matGeneric  ) 
 

This method is used to get source code of specific shader from the material.

Parameters:
dwAttributeID specifies the material attribute ID (material channel). 0xFFFFFFFF should be specified in case of default material.
pbstrMaterialName is filled with the material name.
pbstrMaterialText is filled with the material code. Note that it is converted to ANSI charset internally
Return values:
S_FALSE is returned if material is not available for the attribute ID

HRESULT IRdLWMaterial::LockObject  ) 
 

Lock the object.

HRESULT IRdLWMaterial::UnlockObject  ) 
 

Unlock the object.


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