BaseShaderParameters | |
DefaultAmbientComponent< ParameterType, ShaderHelper > | Default ambient component |
DefaultAmbientMaterialColorComponent< ParameterType, ShaderHelper > | Default ambient material color component |
DefaultCustomComponent< ParameterType, ResultType, ShaderHelper > | Custom component |
DefaultDiffuseComponent< ParameterType, ShaderHelper > | Default diffuse component |
DefaultDiffuseMaterialColorComponent< ParameterType, ShaderHelper > | Default diffuse material color component |
DefaultIncandescenceComponent< ParameterType, ShaderHelper > | Incandescence component |
DefaultIndirectComponent< ParameterType, ShaderHelper > | Default indirect component |
DefaultReflectionComponent< ParameterType, ShaderHelper > | Reflection component for lambertian materials |
DefaultRefractionComponent< ParameterType, ShaderHelper > | Refraction component |
DefaultScatterComponent< ParameterType, ShaderHelper > | Scatter component |
DefaultSpecularComponent< ParameterType, ShaderHelper > | Default specular component |
DefaultSpecularReflectionComponent< ParameterType, ShaderHelper > | Reflection component for specular materials |
FrameBufferAccumulator | Data structure that stores frame buffer state relative to a specific trace recursion level |
FrameBufferInfo | Data structure required to store the intermediate state for controlling frame buffer operations |
FrameBufferInfoData | Data structure used in the per-Camera frame buffer information user data block, which contains an array of these structures |
LambertianShaderHelper< ShaderParameters > | Lambertian shader helper class |
Material< MaterialParameters, ShaderHelper, VERSION > | Material shader class |
MIDataPtr< DataStruct > | Smart pointer class that manages the accessing and unpinning of mental ray database elements |
PassShader< FrameBufferDataType, PassShaderParameters, PassComputation, RayFilter, VERSION > | Pass shader base class |
PassShaderBaseParameters | Data structure used for storing the baseline parameters for pass shaders |
PassShaderEyeRayFilter< PassShaderParameters > | Filter class for pass shaders that only evaluate on eye rays in the tile rendering stage |
PassTypeInfo | Datastructure used internally to store type information on material render passes |
RampColor | Mental ray structure for an array of RampColorEntry |
RampColorEntry | Color ramp control point |
RampFloat | Mental ray structure for an array of RampFloatEntry |
RampFloatEntry | Float ramp control point |
Shader< ShaderParameters, ShaderHelper, VERSION > | The base shader class |
ShaderHelper< ShaderParameters > | Shader helper class |
SpecularShaderHelper< ShaderParameters > | Specular shader helper class |
Surface< SurfaceParameters, SurfaceResult, ShaderHelper, AmbientMaterialColorComponent, AmbientComponent, DiffuseMaterialColorComponent, DiffuseComponent, SpecularComponent, ReflectionComponent, RefractionComponent, ScatterComponent, IndirectComponent, IncandescenceComponent, CustomComponent, VERSION > | Surface shader class |