if (irs.linear_workflow)
 
 
  
 
  channelData.
t = 
doc->GetTime().Get();
 
 
  channelData.
d  = 
Vector { 1, 1, 1 };
 
  channelData.
n  = 
Vector { 0, 1, 0 };
 
  channelData.
vd = 
nullptr; 
 
 
  for (
Int32 y = 0; y < height; ++y)
 
  {
    {
      
      const Float64 u = xFloat / widthFloat;
 
 
 
      const Vector color = shader->Sample(&channelData);
 
      const Vector transformedColor = irs.TransformColor(color).
Clamp01();
 
 
      
 
      bitmap->SetPixel(
x, y, r, 
g, b);
 
    }
  }
 
  
  shader->FreeRender();
PyObject PyObject * v
Definition: abstract.h:297
 
Int32 CALC_TEXINFO(Int32 texflag, Int32 channel)
Definition: c4d_shader.h:53
 
Definition: c4d_shader.h:375
 
PyObject * x
Definition: bytesobject.h:38
 
Py_UCS4 * res
Definition: unicodeobject.h:1113
 
maxon::Float64 Float64
Definition: ge_sys_math.h:63
 
maxon::Int32 Int32
Definition: ge_sys_math.h:56
 
#define CHANNEL_COLOR
The color channel of a material.
Definition: c4d_shader.h:95
 
COLORSPACETRANSFORMATION
Definition: ge_prepass.h:503
 
@ LINEAR_TO_SRGB
Linear to sRGB color space transformation.
 
INITRENDERRESULT
Definition: ge_prepass.h:413
 
@ OK
Everything is OK, there was no error.
 
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:67
 
Int32 SAFEINT32(Float32 x)
Definition: apibasemath.h:275
 
const char const char grammar * g
Definition: parsetok.h:52
 
unsigned long Py_ssize_t width
Definition: pycore_traceback.h:88
 
const char * doc
Definition: pyerrors.h:226
 
Definition: c4d_shader.h:1176
 
Vector n
[READ ONLY] The surface normal.
Definition: c4d_shader.h:1189
 
Float scale
[READ ONLY] The MIP blur offset.
Definition: c4d_shader.h:1194
 
Float t
[READ ONLY] The current time in seconds.
Definition: c4d_shader.h:1191
 
Vector d
[READ ONLY] The MIP sample radius in UVW coordinates.
Definition: c4d_shader.h:1190
 
Int32 texflag
[READ ONLY] The texture flags: TEX
Definition: c4d_shader.h:1192
 
VolumeData * vd
[READ ONLY] The volume information, can be nullptr.
Definition: c4d_shader.h:1193
 
Float off
Definition: c4d_shader.h:1194
 
Vector p
[READ ONLY] The texture position in UVW coordinates.
Definition: c4d_shader.h:1188
 
constexpr Unstrided Clamp01() const
Returns a vector that is clamped to the range [0.0 .. 1.0].
Definition: vec.h:454