Rendering Limits

3DS Max Plug-In SDK

List of Rendering Limits

See Class GraphicsWindow.

These are the flags for specifying rendering limits. One or more of the following values:

GW_NO_ATTS

Not attributes are specified.

GW_WIREFRAME

Wireframe rendering mode.

GW_ILLUM

This indicates that you have colors per vertex in your polygons and that they should be used. If you had colors per vertex but this flag was not set, the colors would be ignored.

GW_PERSPECTIVE_CORRECT

In this mode textures are corrected for perspective display.

GW_POLY_EDGES

This option is available in release 2.0 and later only.

This mode causes polygon edges (Edged Faces) to be on.

GW_FLAT

Flat (facet) shading mode.

GW_SPECULAR

This enables specular highlight display.

GW_TEXTURE

This enables texture display.

GW_Z_BUFFER

When coordinates are specified for drawing primitives they have x, y, and z values. Sometimes when drawing entities in the viewports it is desirable to ignore the z values. For example in the 3ds max viewports the text that display the type of viewport (Front, Left, ...) are drawn without z values. So are the arc-rotate circle control and the axis tripods. These items are drawn without this flag being set so they always show up in front.

GW_BACKCULL

Backface culling is used. Entities whose surface normal face away from the view direction are not drawn.

GW_TWO_SIDED

Faces are displayed regardless of their surface normal orientation.

GW_COLOR_VERTS

This option is available in release 2.0 and later only.

This turns on color-per-vertex display.

GW_SHADE_CVERTS

This option is available in release 2.0 and later only.

This modifies GW_COLOR_VERTS. If set, then lighting is enabled and the vertex colors are used to modulate the colors that result from lighting. If off, then the colors on each vertex are used directly to shade the triangle. (Note that when 3ds max uses GW_SHADE_CVERTS mode, it puts a white diffuse-only material on the object so that it appears that the colors are shaded without distortion.)

Described further, when shading is OFF, then the vertex colors are used directly. This is equivalent to saying that they are modulated by a pure white self-illuminated material (i.e. the color values are "modulated (multiplied) by 1" -- so they don't change).

When shading is ON, the diffuse white material is illuminated by the scene lighting, resulting in shades ranging from black to white (0 to 1), with most vertices being some shade of pure gray. When the vertex colors are modulated by the material color, they get multiplied (in general) by a number less than 1, which makes them appear darker.

The RGB components of the colors are modulated uniformly, so that there is no shift from, say, red to green. That would happen if the underlying material was not evenly weighted (i.e. a pure gray lying between black and white). Said another way, only the intensity of the vertex colors is changed when shading is on, not luminance, chrominance, etc.

GW_PICK

This indicates hit testing will be performed (not rendering).

GW_BOX_MODE

Objects are shown using their bounding box.

GW_ALL_EDGES

All edges of the item are shown (including hidden ones).

GW_VERT_TICKS

This option is available in release 2.0 and later only.

This mode is really a pseudo-mode, in that it doesn't actually cause GFX do anything differently, but rather is tested by the Mesh class, which sends down vertex markers (+) if the mode is on.

GW_LIGHTING

This is the same as (GW_ILLUM | GW_SPECULAR)

GW_TRANSPARENCY

Specifies to use Transparency

GW_TRANSPARENT_PASSĀ 

Specifies a Second pass to perform Blended Transparency