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uint32_t | objectIndex |
| | Index of object in renderable_prims in SlrRenderContext.
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usg::Path | primPath |
| | Prim path in Stage (prototype path if an instance)
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int32_t | primAdapter |
| | To drive render primitive conversion.
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int32_t | facesetBaseIndex |
| | Faceset base prim in renderable_prims in SlrRenderContext.
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int32_t | facesetIndex |
| | Faceset index if this prim is one, otherwise -1.
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int32_t | instancerIndex |
| | Instancer index in instancer_prims in SlrRenderContext.
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int32_t | instanceIndex |
| | Instance index if this prim is one, otherwise -1.
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usg::Path | materialPath |
| | Material binding path in Stage.
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SlrSurfaceMaterial * | material |
| | Render material (stored in SlrRenderContext)
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bool | visibleToCamera |
| | Should the object be visible to camera?
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bool | castsShadow |
| | Does the object cast a shadow?
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bool | receivesShadow |
| | Does the object get shadowed by lights?
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fdk::Mat4dList | transforms |
| | Double-precision scene-transform matrices.
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This structure represents a single usg::Prim acting as a renderable surface.