public static void scene_params_set_bvh_type(uint clientId, uint sceneParamsId, BvhType type) { cycles_scene_params_set_bvh_type(clientId, sceneParamsId, (uint)type); }
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))); }
/// <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); }
/// <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); }
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)); }