<Rasterization>

Description

Rasterization.

Attributes

TypeAttributesDescription
MaterialCullingModeCullingMode culling mode This corresponds to the glCullFace setting in OpenGL.
IsPolygonOffsetEnabled Flag enabling polygon offset.
PolygonOffsetFactor Factor element of polygon offset.
PolygonOffsetUnit Unit element of polygon offset.

MaterialCullingMode Enumerated Type

ValueDescription
FrontFace Mode for culling front face polygons.
BackFace Mode for culling back face polygons.
Always Mode for culling front face and back face polygons so they are never displayed.
Never Mode where culling is not performed and polygons are always displayed.

Example Output

<Materials>
<MaterialCtr Name="lambert2" IsCompressible="true" IsFragmentLightEnabled="true" IsVertexLightEnabled="false" IsHemiSphereLightEnabled="false" IsHemiSphereOcclusionEnabled="false" IsFogEnabled="false" TextureCoordinateConfig="Config0120" TranslucencyKind="Opaque" ShaderProgramDescriptionIndex="-1" ShaderBinaryKind="Default">
<ShaderReference />
<MaterialColor VertexColorScale="1">
<Emission R="0" G="0" B="0" A="0" />
<Ambient R="1" G="1" B="1" A="0" />
<Diffuse R="1" G="1" B="1" A="1" />
<Specular0 R="1" G="1" B="1" A="0" />
<Specular1 R="0" G="0" B="0" A="0" />
<Constant0 R="0" G="0" B="0" A="1" />
<Constant1 R="0" G="0" B="0" A="1" />
<Constant2 R="0" G="0" B="0" A="1" />
<Constant3 R="0" G="0" B="0" A="1" />
<Constant4 R="0" G="0" B="0" A="1" />
<Constant5 R="0" G="0" B="0" A="1" />
</MaterialColor>
<Rasterization CullingMode="BackFace" IsPolygonOffsetEnabled="false" PolygonOffsetFactor="0" PolygonOffsetUnit="0" />
<TextureCoordinators>
<TextureCoordinatorCtr SourceCoordinate="0" MappingMethod="UvCoordinateMap" ReferenceCamera="0" MatrixMode="DccMaya" ScaleS="1" ScaleT="1" Rotate="0" TranslateS="0" TranslateT="0" />
</TextureCoordinators>
<TextureMappers>
<PixelBasedTextureMapperCtr>
<TextureReference>Textures["Number.1"]@file:Textures/Number.1.ctex</TextureReference>
<StandardTextureSamplerCtr MinFilter="Linear" MagFilter="Linear" WrapS="Repeat" WrapT="Repeat" MinLod="0" LodBias="0">
<BorderColor R="0" G="0" B="0" A="1" />
</StandardTextureSamplerCtr>
</PixelBasedTextureMapperCtr>
</TextureMappers>
<FragmentShader LayerConfig="ConfigurationType0">
<BufferColor R="0" G="0" B="0" A="1" />
<FragmentBump BumpTextureIndex="Texture0" BumpMode="NotUsed" IsBumpRenormalize="false" />
<FragmentLighting FresnelConfig="No" IsClampHighLight="false" IsDistribution0Enabled="false" IsDistribution1Enabled="false" IsGeometricFactor0Enabled="false" IsGeometricFactor1Enabled="false" IsReflectionEnabled="false" />
<FragmentLightingTable>
<ReflectanceRSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</ReflectanceRSampler>
<ReflectanceGSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</ReflectanceGSampler>
<ReflectanceBSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</ReflectanceBSampler>
<Distribution0Sampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</Distribution0Sampler>
<Distribution1Sampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</Distribution1Sampler>
<FresnelSampler IsAbs="true" Input="CosNormalHalf" Scale="One">
<NullLookupTableCtr />
</FresnelSampler>
</FragmentLightingTable>
<TextureCombiners>
<TextureCombinerCtr CombineRgb="Modulate" CombineAlpha="Modulate" ScaleRgb="One" ScaleAlpha="One" Constant="Constant0" BufferInputRgb="PreviousBuffer" BufferInputAlpha="PreviousBuffer">
<SourceRgb Source0="FragmentPrimaryColor" Source1="Texture0" Source2="Constant" />
<OperandRgb Operand0="Color" Operand1="Color" Operand2="Color" />
<SourceAlpha Source0="PrimaryColor" Source1="Texture0" Source2="Constant" />
<OperandAlpha Operand0="Alpha" Operand1="Alpha" Operand2="Alpha" />
</TextureCombinerCtr>
</TextureCombiners>
<AlphaTest IsTestEnabled="false" TestFunction="Always" TestReference="0" />
</FragmentShader>
<FragmentOperation>
<DepthOperation IsTestEnabled="true" TestFunction="Less" IsMaskEnabled="true" />
<BlendOperation Mode="NotUsed" LogicOperation="Copy">
<RgbParameter BlendFunctionSource="SourceAlpha" BlendFunctionDestination="OneMinusSourceAlpha" BlendEquation="FuncAdd" />
<AlphaParameter BlendFunctionSource="One" BlendFunctionDestination="Zero" BlendEquation="FuncAdd" />
<BlendColor R="0" G="0" B="0" A="1" />
</BlendOperation>
</FragmentOperation>
</MaterialCtr>
</Materials>

CONFIDENTIAL