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MDLMesh.GenerateAmbientOcclusionTexture Method

Definition

Overloads

Name Description
GenerateAmbientOcclusionTexture(Single, Single, MDLObject[], String, String)

Generates a texture that is used to simulate the occlusion of ambient light from recesses in the mesh.

GenerateAmbientOcclusionTexture(NVector2i, IntPtr, Single, MDLObject[], String, String)

GenerateAmbientOcclusionTexture(Single, Single, MDLObject[], String, String)

Generates a texture that is used to simulate the occlusion of ambient light from recesses in the mesh.

[Foundation.Export("generateAmbientOcclusionTextureWithQuality:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public virtual bool GenerateAmbientOcclusionTexture(float bakeQuality, float attenuationFactor, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
[<Foundation.Export("generateAmbientOcclusionTextureWithQuality:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
abstract member GenerateAmbientOcclusionTexture : single * single * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateAmbientOcclusionTexture : single * single * ModelIO.MDLObject[] * string * string -> bool

Parameters

bakeQuality
Single
attenuationFactor
Single
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

Returns

Attributes

Applies to

GenerateAmbientOcclusionTexture(NVector2i, IntPtr, Single, MDLObject[], String, String)

[Foundation.Export("generateAmbientOcclusionTextureWithSize:raysPerSample:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public virtual bool GenerateAmbientOcclusionTexture(CoreGraphics.NVector2i textureSize, IntPtr raysPerSample, float attenuationFactor, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
[<Foundation.Export("generateAmbientOcclusionTextureWithSize:raysPerSample:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
abstract member GenerateAmbientOcclusionTexture : CoreGraphics.NVector2i * nativeint * single * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateAmbientOcclusionTexture : CoreGraphics.NVector2i * nativeint * single * ModelIO.MDLObject[] * string * string -> bool

Parameters

textureSize
NVector2i
raysPerSample
IntPtr

nativeint

attenuationFactor
Single
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

Returns

Attributes

Applies to