1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <title>Rasterization</title> 7 <link rel="stylesheet" href="../css/mainpage.css" type="text/css" /> 8 </head> 9 <body> 10 <h1><Rasterization></h1> 11 <h2>Description</h2> 12 <p> 13 Rasterization. 14 </p> 15 <h2>Attributes</h2> 16 <table class="arguments"> 17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>MaterialCullingMode</td><th><CODE>CullingMode</CODE></th><td> 18 culling mode This corresponds to the glCullFace setting in OpenGL. 19 </td></tr><tr><td /><th>IsPolygonOffsetEnabled</th><td> 20 Flag enabling polygon offset. 21 </td></tr><tr><td /><th>PolygonOffsetFactor</th><td> 22 Factor element of polygon offset. 23 </td></tr><tr><td /><th>PolygonOffsetUnit</th><td> 24 Unit element of polygon offset. 25 </td></tr></table> 26 <h2>MaterialCullingMode Enumerated Type</h2> 27 <table class="arguments"> 28<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>FrontFace</th><td> 29 Mode for culling front face polygons. 30 </td></tr><tr><th>BackFace</th><td> 31 Mode for culling back face polygons. 32 </td></tr><tr><th>Always</th><td> 33 Mode for culling front fact and back face polygons so they are never displayed. 34 </td></tr><tr><th>Never</th><td> 35 Mode where culling is not performed and polygons are always displayed. 36 </td></tr></table> 37 38<h2>Example Output</h2> 39 40<table> 41<tr> 42<td><pre> 43<Materials><br> 44 <MaterialCtr Name="lambert2" IsCompressible="true" IsFragmentLightEnabled="true" IsVertexLightEnabled="false" IsHemiSphereLightEnabled="false" IsHemiSphereOcclusionEnabled="false" IsFogEnabled="false" TextureCoordinateConfig="Config0120" TranslucencyKind="Opaque" ShaderProgramDescriptionIndex="-1" ShaderBinaryKind="Default"><br> 45 <ShaderReference /><br> 46 <MaterialColor VertexColorScale="1"><br> 47 <Emission R="0" G="0" B="0" A="0" /><br> 48 <Ambient R="1" G="1" B="1" A="0" /><br> 49 <Diffuse R="1" G="1" B="1" A="1" /><br> 50 <Specular0 R="1" G="1" B="1" A="0" /><br> 51 <Specular1 R="0" G="0" B="0" A="0" /><br> 52 <Constant0 R="0" G="0" B="0" A="1" /><br> 53 <Constant1 R="0" G="0" B="0" A="1" /><br> 54 <Constant2 R="0" G="0" B="0" A="1" /><br> 55 <Constant3 R="0" G="0" B="0" A="1" /><br> 56 <Constant1 R="0" G="0" B="0" A="1" /><br> 57 <Constant5 R="0" G="0" B="0" A="1" /><br> 58 </MaterialColor><br> 59 <strong><Rasterization CullingMode="BackFace" IsPolygonOffsetEnabled="false" PolygonOffsetFactor="0" PolygonOffsetUnit="0" /></strong><br> 60 <TextureCoordinators><br> 61 <TextureCoordinatorCtr SourceCoordinate="0" MappingMethod="UvCoordinateMap" ReferenceCamera="0" MatrixMode="DccMaya" ScaleS="1" ScaleT="1" Rotate="0" TranslateS="0" TranslateT="0" /><br> 62 </TextureCoordinators><br> 63 <TextureMappers><br> 64 <PixelBasedTextureMapperCtr><br> 65 <TextureReference>Textures["Number.1"]@file:Textures/Number.1.ctex</TextureReference><br> 66 <StandardTextureSamplerCtr MinFilter="Linear" MagFilter="Linear" WrapS="Repeat" WrapT="Repeat" MinLod="0" LodBias="0"><br> 67 <BorderColor R="0" G="0" B="0" A="1" /><br> 68 </StandardTextureSamplerCtr><br> 69 </PixelBasedTextureMapperCtr><br> 70 </TextureMappers><br> 71 <FragmentShader LayerConfig="ConfigurationType0"><br> 72 <BufferColor R="0" G="0" B="0" A="1" /><br> 73 <FragmentBump BumpTextureIndex="Texture0" BumpMode="NotUsed" IsBumpRenormalize="false" /><br> 74 <FragmentLighting FresnelConfig="No" IsClampHighLight="false" IsDistribution0Enabled="false" IsDistribution1Enabled="false" IsGeometricFactor0Enabled="false" IsGeometricFactor1Enabled="false" IsReflectionEnabled="false" /><br> 75 <FragmentLightingTable><br> 76 <ReflectanceRSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 77 <NullLookupTableCtr /><br> 78 </ReflectanceRSampler><br> 79 <ReflectanceGSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 80 <NullLookupTableCtr /><br> 81 </ReflectanceGSampler><br> 82 <ReflectanceBSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 83 <NullLookupTableCtr /><br> 84 </ReflectanceBSampler><br> 85 <Distribution0Sampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 86 <NullLookupTableCtr /><br> 87 </Distribution0Sampler><br> 88 <Distribution1Sampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 89 <NullLookupTableCtr /><br> 90 </Distribution1Sampler><br> 91 <FresnelSampler IsAbs="true" Input="CosNormalHalf" Scale="One"><br> 92 <NullLookupTableCtr /><br> 93 </FresnelSampler><br> 94 </FragmentLightingTable><br> 95 <TextureCombiners><br> 96 <TextureCombinerCtr CombineRgb="Modulate" CombineAlpha="Modulate" ScaleRgb="One" ScaleAlpha="One" Constant="Constant0" BufferInputRgb="PreviousBuffer" BufferInputAlpha="PreviousBuffer"><br> 97 <SourceRgb Source0="FragmentPrimaryColor" Source1="Texture0" Source2="Constant" /><br> 98 <OperandRgb Operand0="Color" Operand1="Color" Operand2="Color" /><br> 99 <SourceAlpha Source0="PrimaryColor" Source1="Texture0" Source2="Constant" /><br> 100 <OperandAlpha Operand0="Alpha" Operand1="Alpha" Operand2="Alpha" /><br> 101 </TextureCombinerCtr><br> 102 </TextureCombiners><br> 103 <AlphaTest IsTestEnabled="false" TestFunction="Always" TestReference="0" /><br> 104 </FragmentShader><br> 105 <FragmentOperation><br> 106 <DepthOperation IsTestEnabled="true" TestFunction="Less" IsMaskEnabled="true" /><br> 107 <BlendOperation Mode="NotUsed" LogicOperation="Copy"><br> 108 <RgbParameter BlendFunctionSource="SourceAlpha" BlendFunctionDestination="OneMinusSourceAlpha" BlendEquation="FuncAdd" /><br> 109 <AlphaParameter BlendFunctionSource="One" BlendFunctionDestination="Zero" BlendEquation="FuncAdd" /><br> 110 <BlendColor R="0" G="0" B="0" A="1" /><br> 111 </BlendOperation><br> 112 </FragmentOperation><br> 113 </MaterialCtr><br> 114</Materials><br> 115</pre></td> 116</tr></table> 117 <hr><p>CONFIDENTIAL</p></body> 118</html>