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AVEVA™ XR Studio

Render to Texture (Legacy 3DS MAX)

  • Last UpdatedApr 02, 2025
  • 2 minute read

Render to Texture

A RenderToTexture is a realtime engine-generated texture that is represented by a dummy object whose user buffer presents a $RenderToTexture structure.

Note: It is not necessary to exclude the meshes that use this texture from the rendering of the same texture (through the parameter szExcludeMesh) because the engine will do it automatically.

Code example

A code example for RenderToTexture.

$RenderToTexture

{

szID = RealTimeTextureA

szTextureDetail = High

szGeometryDetail = Medium

iRefreshFrameRate = 12

c3BkgColor = 0.2 0 0.1

szCameraName = VideoCamera

$Commands

{

szExcludeMesh = MeshConTroppiPoligoni

}

}

Texture dimensions

If the dimensions go beyond the frame buffer resolution, the first power dimension of two that is smaller than the frame buffer will be chosen.

Detail Level

Resolution

lowest

64×64

low

128×128

medium

256×256

high

512×512

highest

1024×1024

Parameters

szID

  • Identifier (name) of the texture that will be created.

szTextureDetail

  • Texture size.

  • Default: high

  • Range: [lowest .. highest]

szGeometryDetail

  • Level of detail of the geometry rendered in the texture.

  • Default: medium

  • Valid values: medium, high.

iRefreshFrameRate

  • Indicates how many frames the texture will be updated.

  • If the value is zero (0) or negative, the texture will be updated to each frame.

  • Default: -1

  • Range [-inf..inf]

c3BkgColor

  • Background color.

  • Default: 0.1 0.1 0.1

  • RGB: [0..1]

szCameraName

  • The name of the chamber that will be used to render the texture.

$Commands

  • Structure that contains extra commands for creating and rendering the texture.

$Commands Parameters

szIncludeMesh

  • Includes this mesh in texture rendering; automatically excluding all other scene meshes.

  • In practice, when using this parameter, you must manually specify all the meshes to draw.

  • When using this parameter, its inverse (for example, szExcludeMesh) can not be used.

  • This parameter is optional, and can be repeated multiple times.

szExcludeMesh

  • Excludes this mesh in texture rendering.

  • When using this parameter, its inverse (for example, szIncludeMesh) can not be used.

  • This parameter is optional, and can be repeated multiple times.

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