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HTexInfo Class Reference

Surface contextual information at a given ray hit point. More...

#include <HPropert.h>

List of all members.


Public Member Functions

HAttrProperty GetAttr ()
  Retrieves a pointer to the surface properties. Retrieves a pointer to the surface properties such as diffuse, specular, ambiance colors, roughness, transparency, reflectivity, etc.
Vector GetN ()
  surface normal at hit point. In screen space. This is the surface normal at hit point (where the ray hits the surface). This normal can be tweaked by your plugin to cause a bumped surface. This Vector is normalized before being passed to Evaluate, and it should be normalized by your plugin before returning. You can use the Vector::Normalize function to accomplish this.
float  GetHeight ()
  Gets displacement of surface. The Height value is currently only used by textures themselves. It is a way to pass the height from one texture to another. For instance, you might have a texture that creates canyons, tweaking the normal to give this look, and setting the Height value as it goes. There could be another texture that sets the diffuse color according to the Height value.
void  SetHeight (float val)
  Sets displacement of surface.
Time  GetTime ()
  time (in seconds) to evaluate. This is the elapsed time in the current choreography that the texture resides in. It is stored in seconds. This variable is there just because we thought somebody might want to know.
float  GetFPS ()
float  GetPixelWidth ()
  Screen pixel size at hit in AM units (cm). The Pixel width may be used by a texture plugin to compute proper antialiasing texture values.
Vector  GetGlobalP ()
  3D hit coordinate. In world space.
Vector  GetEye ()
  Point view ray was cast from. In screen space. Since this point is in screen space, a value of (0, 0, 0) means that the view ray was cast from the camera which is the normal situation. Any other values means that the view ray was casted from somewhere else. This is the case when the view ray is deflected by a relfective surface. In this case, the returned vector is the position, in screen space, on the surface where the view ray was reflected.
Vector  GetD ()
  Normalized incoming direction of light ray. In screen space. Must be negated to get a vector pointing away from surface.
Matrix34 GetMatrix ()
  matrix to get from model space to screen space. In some textures it is necessary to convert a vector from texture space to screen space. This matrix is provided for this reason. To convert the normal to screen space and back again you could do the following:
int  GetObjectType ()
HObject GetObject ()
void *  GetSubObject ()