It returns a new instance of a shader generated from a name shader fragment or fragment Addition of new fragment-based shader instance creation method: MShaderManager::getFragmentShader().Direct3D10: Blend10.fx, Blur.fx, Threshold10.fx, Anaglyph10.fx, FreeView10.fx.OpenGL: BlendGL.cgfx, BlurGL.cgfx, ThresholdGL.cgfx, AnaglyphGL.cgfx, FreeViewGL.cgfx,.The following shaders have been modified to use the new semantic: In.UV * gUVTransform.zw + gUVTransform.xy” The following example modifies the texture coordinates:įloat4 gUVTransform : RelativeViewportDimensions Used to adjust the UV transform on quad render operations. A uniform semantic RelativeViewportDimensions can be specified to obtain the relative viewport dimensions.dashed or non-dashed, thick or non-thick, using constant color or color per vertex.Addition of stock shaders for drawing UI:.Addition of new simple stock shader to render color for depth passes.The shading engine, generally classified with shader/surface).įor more details, see the API documentation for the new classes: MPxShadingNodeOverride, MFragmentManager and MPxSurfaceShadingNodeOverride, as well as the updates to the Maya Viewport 2.0 API Guide. Surface shaders (in other words, nodes that can be connected to the surface slot on This class provides extra functionality for supporting A subclass of MPxShadingNodeOverride, called MPxSurfaceShadingNodeOverride, has also been introduced.
To get examples of how to write new fragments that integrate well with the Maya fragment-based MFragmentManager can also be used to query the XML definitions of Maya internal fragments in order
XML to define the structure, parameters and source code of the fragment. This class allows plug-ins to define new fragments for both GL and DX using
The final composite fragment graph is then compiled to a shading effectĪnd used to draw the objects associated with the shading network for which it was This fragment or fragment graph is then connected to the fragmentsįor the other nodes in the shading network (both those defined internally and by other
MIndexBuffer::unload() and MVertexBuffer::unload() added to move a buffer out of GPU memory and into system memory.Fixed MGeometryExtractor to allow for more than one set of colors or texture coodinates to be extracted.MGeometryExtractor now supports tangents, bitangents and colors.MUIDrawManager (new interface for Maya 2014).