OpenMayaRender.MPassContext Class Reference
Class to allow access to pass context information.
string kBeginRenderSemantic = 'beginRender'
string kBeginSceneRenderSemantic = 'beginSceneRender'
string kColorPassSemantic = 'colorPass'
string kCullBackSemantic = 'cullBack'
string kCullFrontSemantic = 'cullFront'
string kDOFPassSemantic = 'dofPass'
string kDepthPassSemantic = 'depthPass'
string kEndRenderSemantic = 'endRender'
string kEndSceneRenderSemantic = 'endSceneRender'
string kMaterialOverrideSemantic = 'materialOverride'
string kMotionVectorPassSemantic = 'motionVectorPass'
string kNonPEPatternPassSemantic = 'nonPEPatternPass'
string kNormalDepthPassSemantic = 'normalDepthPass'
string kOpaqueGeometrySemantic = 'opaqueGeometry'
string kOpaqueUISemantic = 'opaqueUIList'
string kPEPatternPassSemantic = 'PEPatternPass'
string kPostUIGeometrySemantic = 'postUIGeometry'
string kPreUIGeometrySemantic = 'preUIGeometry'
string kSelectionPassSemantic = 'selectionPass'
string kShadowPassSemantic = 'shadowPass'
string kTransparentGeometrySemantic = 'transparentGeometry'
string kTransparentPeelAndAvgSemantic = 'transparentPeelAndAvg'
string kTransparentPeelSemantic = 'transparentPeel'
string kTransparentUISemantic = 'transparentUIList'
string kTransparentWeightedAvgSemantic = 'transparentWeightedAvg'
string kUIGeometrySemantic = 'uiGeometry'
string kUserPassSemantic = 'userPass'
string kXrayUISemantic = 'xrayUIList'
OpenMayaRender.MPassContext.__init__
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x.__init__(...) initializes x; see help(type(x)) for signature
OpenMayaRender.MPassContext.hasShaderOverride
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hasShaderOverride() -> bool
Return if there is a shader instance override set for the current pass.
OpenMayaRender.MPassContext.passIdentifier
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passIdentifier() -> string
Return the identifier for the pass context.
OpenMayaRender.MPassContext.passSemantics
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passSemantics() -> list of string
Return an array of semantics for the pass context.
OpenMayaRender.MPassContext.shaderOverrideInstance
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shaderOverrideInstance() -> MShaderInstance
Return the shader instance override set for the current pass.
When the returned new shader instance is no longer needed, MShaderManager::releaseShader() should be called to notify the shader manager that the caller is done with the shader.