TextureEvaluator
ReferencesThis is the interface to a lightweight object capable of evaluating texture color throughout uvw space. Derive from this class to create your own texture evaluator to return from a custom RenderTexture.
Constructors
TextureEvaluator
#Base class constructor
Parameters:
| evaluatorFlags (RenderTexture.TextureEvaluatorFlags) |
Finalizer
Methods
Optimized version of GetColor for callers. Much faster in the case of a native (C++) evaluator.
Get the color of the texture at a particular point in uvw space. May be called from within a rendering shade pipeline. note For ray differentials see Pharr Humphreys, "Physically Based Rendering", chapter 11.
Call this function before calling GetColor for the first time. Ideally, this should be on the main thread, but you can also call it on a worker thread as long as you are sure that Initialize() or GetColor() cannot be called at the same time on another thread.
obsoleteUse WriteToByteArray2 instead - supports much larger byte arrays
Fast access to bitmap evaluator - supply size (which you will probably have received from CRhRdkTexture::PixelSize) to see if the data can be extracted direct to a width*height*4 array of unsigned chars.
Fast access to bitmap evaluator - supply size (which you will probably have received from CRhRdkTexture::PixelSize) to see if the data can be extracted direct to a width*height*4 array of unsigned chars.
obsoleteUse WriteToFloatArray2 instead - supports much larger byte arrays
Fast access to bitmap evaluator - supply size (which you will probably have received from CRhRdkTexture::PixelSize) to see if the data can be extracted direct to a width*height*4 array of unsigned chars.
Fast access to bitmap evaluator - supply size (which you will probably have received from CRhRdkTexture::PixelSize) to see if the data can be extracted direct to a width*height*4 array of unsigned chars.