Example #1
0
 public static void session_params_set_shadingsystem(uint clientId, uint sessionParamsId, ShadingSystem shadingSystem)
 {
     cycles_session_params_set_shadingsystem(clientId, sessionParamsId, (uint)shadingSystem);
 }
Example #2
0
 public static uint scene_params_create(uint clientId, ShadingSystem shadingSystem, BvhType bvhType, bool bvhSpatialSplit, bool qbvh, bool persistentData)
 {
     return(cycles_scene_params_create(clientId, (uint)shadingSystem, (uint)bvhType, (uint)(bvhSpatialSplit?1:0), (uint)(qbvh?1:0), (uint)(persistentData?1:0)));
 }
Example #3
0
 public static void scene_params_set_shadingsystem(uint clientId, uint sceneParamsId, ShadingSystem system)
 {
     cycles_scene_params_set_shadingsystem(clientId, sceneParamsId, (uint)system);
 }
Example #4
0
 /// <summary>
 /// Create scene parameters object with given parameters
 /// </summary>
 /// <param name="client">Reference to the client</param>
 /// <param name="shadingSystem">ShadingSystem to use</param>
 /// <param name="bvhType">BvhType to use (dynamic or static)</param>
 /// <param name="bvhCache">True if BVH should be cached</param>
 /// <param name="bvhSpatialSplit">True if BVH spatial splits should be used</param>
 /// <param name="qbvh">True if QBVH should be used</param>
 /// <param name="persistentData">True if data should be persisted</param>
 public SceneParameters(Client client, ShadingSystem shadingSystem, BvhType bvhType, bool bvhCache, bool bvhSpatialSplit, bool qbvh, bool persistentData)
 {
     Client = client;
     Id = CSycles.scene_params_create(Client.Id, shadingSystem, bvhType, bvhCache, bvhSpatialSplit, qbvh, persistentData);
 }
Example #5
0
 /// <summary>
 /// Create scene parameters object with given parameters
 /// </summary>
 /// <param name="client">Reference to the client</param>
 /// <param name="shadingSystem">ShadingSystem to use</param>
 /// <param name="bvhType">BvhType to use (dynamic or static)</param>
 /// <param name="bvhCache">True if BVH should be cached</param>
 /// <param name="bvhSpatialSplit">True if BVH spatial splits should be used</param>
 /// <param name="qbvh">True if QBVH should be used</param>
 /// <param name="persistentData">True if data should be persisted</param>
 public SceneParameters(Client client, ShadingSystem shadingSystem, BvhType bvhType, bool bvhSpatialSplit, bool qbvh, bool persistentData)
 {
     Client = client;
     Id     = CSycles.scene_params_create(Client.Id, shadingSystem, bvhType, bvhSpatialSplit, qbvh, persistentData);
 }
Example #6
0
 public static void scene_params_set_shadingsystem(uint clientId, uint sceneParamsId, ShadingSystem system)
 {
     cycles_scene_params_set_shadingsystem(clientId, sceneParamsId, (uint)system);
 }
Example #7
0
 public static uint scene_params_create(uint clientId, ShadingSystem shadingSystem, BvhType bvhType, bool bvhCache, bool bvhSpatialSplit, bool qbvh, bool persistentData)
 {
     return cycles_scene_params_create(clientId, (uint)shadingSystem, (uint)bvhType, (uint)(bvhCache?1:0), (uint)(bvhSpatialSplit?1:0), (uint)(qbvh?1:0), (uint)(persistentData?1:0));
 }
Example #8
0
 public static void session_params_set_shadingsystem(uint clientId, uint sessionParamsId, ShadingSystem shadingSystem)
 {
     cycles_session_params_set_shadingsystem(clientId, sessionParamsId, (uint)shadingSystem);
 }