共用方式為


MDLMesh.GenerateAmbientOcclusionTexture 方法

定義

多載

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

產生紋理,此紋理會用來模擬網格中斜體中的環境光線遮蔽。

GenerateAmbientOcclusionTexture(Vector2i, nint, Single, MDLObject[], String, String)

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

產生紋理,此紋理會用來模擬網格中斜體中的環境光線遮蔽。

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

參數

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

傳回

屬性

適用於

GenerateAmbientOcclusionTexture(Vector2i, nint, Single, MDLObject[], String, String)

[Foundation.Export("generateAmbientOcclusionTextureWithSize:raysPerSample:attenuationFactor:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
public virtual bool GenerateAmbientOcclusionTexture (OpenTK.Vector2i textureSize, nint raysPerSample, float attenuationFactor, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
abstract member GenerateAmbientOcclusionTexture : OpenTK.Vector2i * nint * single * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateAmbientOcclusionTexture : OpenTK.Vector2i * nint * single * ModelIO.MDLObject[] * string * string -> bool

參數

textureSize
Vector2i
raysPerSample
System.System.IntPtr System.nativeint
attenuationFactor
Single
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

傳回

屬性

適用於