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VTK
9.1.0
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71 #ifndef vtkRIBExporter_h
72 #define vtkRIBExporter_h
75 #include "vtkIOExportModule.h"
98 vtkSetVector2Macro(Size,
int);
99 vtkGetVectorMacro(Size,
int, 2);
106 vtkSetVector2Macro(PixelSamples,
int);
107 vtkGetVectorMacro(PixelSamples,
int, 2);
123 vtkSetStringMacro(TexturePrefix);
124 vtkGetStringMacro(TexturePrefix);
vtkTypeBool ExportArrays
This variable defines whether the arrays are exported or not.
vtkGetFilePathMacro(FilePrefix)
Specify the prefix of the files to write out.
vtkSetFilePathMacro(FilePrefix)
Specify the prefix of the files to write out.
a virtual light for 3D rendering
void WriteCamera(vtkCamera *aCamera)
Write the RIB header.
dynamic, self-adjusting array of unsigned char
void WriteViewport(vtkRenderer *aRenderer, int size[2])
Write the RIB header.
export a scene into RenderMan RIB format.
~vtkRIBExporter() override
handles properties associated with a texture map
char * GetTextureName(vtkTexture *aTexture)
void WriteData() override
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
represents an object (geometry & properties) in a rendered scene
a simple class to control print indentation
a virtual camera for 3D rendering
void WritePolygons(vtkPolyData *pd, vtkUnsignedCharArray *colors, vtkProperty *aProperty)
Write the RIB header.
char * GetTIFFName(vtkTexture *aTexture)
void WriteActor(vtkActor *anActor)
abstract class to write a scene to a file
abstract specification for renderers
concrete dataset represents vertices, lines, polygons, and triangle strips
void WriteLight(vtkLight *aLight, int count)
Write the RIB header.
void WriteProperty(vtkProperty *aProperty, vtkTexture *aTexture)
Write the RIB header.
represent surface properties of a geometric object
void WriteTrailer()
Write the RIB header.
static vtkRIBExporter * New()
void WriteAmbientLight(int count)
Write the RIB header.
void WriteHeader(vtkRenderer *aRen)
Write the RIB header.
void WriteTexture(vtkTexture *aTexture)
Write the RIB header.
void WriteStrips(vtkPolyData *pd, vtkUnsignedCharArray *colors, vtkProperty *aProperty)
Write the RIB header.
void ModifyArrayName(char *newname, const char *name)
Since additional variables are sent to the shader as variables, and their names are used in the shade...