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MDLMesh.GenerateLightMapTexture Method

Definition

Overloads

Name Description
GenerateLightMapTexture(NVector2i, MDLLight[], MDLObject[], String, String)
GenerateLightMapTexture(Single, MDLLight[], MDLObject[], String, String)

Generates a map that represents the computed result of shading from the specified lights, obstructed by the specified objects.

GenerateLightMapTexture(NVector2i, MDLLight[], MDLObject[], String, String)

[Foundation.Export("generateLightMapTextureWithTextureSize:lightsToConsider:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
[ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)]
public virtual bool GenerateLightMapTexture(CoreGraphics.NVector2i textureSize, ModelIO.MDLLight[] lightsToConsider, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
[<Foundation.Export("generateLightMapTextureWithTextureSize:lightsToConsider:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")>]
[<ObjCRuntime.BindingImpl(ObjCRuntime.BindingImplOptions.GeneratedCode | ObjCRuntime.BindingImplOptions.Optimizable)>]
abstract member GenerateLightMapTexture : CoreGraphics.NVector2i * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateLightMapTexture : CoreGraphics.NVector2i * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool

Parameters

textureSize
NVector2i
lightsToConsider
MDLLight[]
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

Returns

Attributes

Applies to

GenerateLightMapTexture(Single, MDLLight[], MDLObject[], String, String)

Generates a map that represents the computed result of shading from the specified lights, obstructed by the specified objects.

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

Parameters

bakeQuality
Single
lightsToConsider
MDLLight[]
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

Returns

Attributes

Applies to