<Float32MatrixArrayNode>

Implements a node that stores an array of NxN matrices of single-precision values. Stores matrices of size 2x2 to 4x4.

Registration

Class registration and implementation information is as follows:

Category Documentation
ImplementationC++
ModulePlugin-Nodes-Variable
Class HierarchyNode » VariableNode » VariableArrayNode » Float32MatrixArrayNode
Data Interface NameFloat32MatrixArrayNode
Type StatusActive
Is Final TypeYes

<Float32MatrixArrayNode> Properties

Properties are as follows:

Property Documentation
Range IncrementSets the increment value. This value supports the notion that the range can also be described with granularity in addition to magnitude. This can also be used by commands to allow stepped transitions between values in the range.
Range MinimumSets the minimum values supported by the range.
Range MaximumSets the maximum values supported by the range.
ColsSets the number of columns in the matrix.
RowsSets the number of rows in the matrix.
Matrix [N]Sets the values of the matrix at the specified index.

<VariableArrayNode> Properties

Properties are as follows:

Property Documentation
Subscript Count ... 1 = [N] ... 2 = [N][N] ...Specifies the number of array subscripts. Minimum value is 1 and maximum value is 8.
Subscript Value ... [2] ... [3] ...Specifies the value for each array subscript. There will be one of these property items for each subscript specified above.
Total Array CountThe total array count computed by multiplying the subscript counts together. For example if declared int i[2][3], then the total array count is 6. You cannot edit this value.
Start IndexThe index of the first item in the array to display in this property sheet. Minimum value is zero.
Display Properties For This Many ItemsThe number of array property items to display. Maximum value is 256.

<VariableNode> Properties

Properties are as follows:

Property Documentation
Refresh FunctionSets the node's refresh function string, which is the name of a Scenome Scripting Language function. This is provided for extensibility and not actively used at present.
Binding Type: localProvided for compatibility purposes only.
Binding Type: constProvided for compatibility purposes only.
Binding Type: uniformProvided for compatibility purposes only.
Binding Type: attributeProvided for compatibility purposes only.
Binding Type: varyingProvided for compatibility purposes only.
Binding Type: compiler_directiveProvided for compatibility purposes only.
Binding Type: inProvided for compatibility purposes only.
Binding Type: outProvided for compatibility purposes only.
Binding Type: noneProvided for compatibility purposes only.
Binding Type: bufferProvided for compatibility purposes only.
Binding Type: subroutineProvided for compatibility purposes only.
Binding Type: structProvided for compatibility purposes only.
Binding Type: structInstanceProvided for compatibility purposes only.
Binding Type: uniformbufferProvided for compatibility purposes only.
Binding Type: integralProvided for compatibility purposes only.
Binding Type: constintegralProvided for compatibility purposes only.
Binding Context: NoneSpecifies no binding context. This option is managed by the application and should not be set by the user.
Binding Context: Global UniformSpecifies the binding context as a uniform declared at global scope. This option is managed by the application and should not be set by the user.
Binding Context: Buffer Block Static IndexSpecifies the binding context as a member of a shader buffer. This option is managed by the application and should not be set by the user.
Binding Context: Buffer Block Dynamic IndexSpecifies the binding context as a member of a shader buffer that is an array declared with an unknown array size by using []. This applies only to the last item declared in a shader buffer. This option is managed by the application and should not be set by the user.
Binding Context: Uniform BlockSpecifies the binding context as a member of a uniform buffer. This option is managed by the application and should not be set by the user.
Binding Context: StructSpecifies the binding context as a member of a struct. This option is managed by the application and should not be set by the user.
Binding Context: Vertex AttributeSpecifies the binding context as a vertex attribute. This option is managed by the application and should not be set by the user.
Binding Context: ReadbackSpecifies the binding context for readback. This option is managed by the application and should not be set by the user.
Bind To RenderInfoSpecifies whether or not to bind this <VariableNode> to the <RenderInfo>. This is managed by the application and should generally not be set by the user.
Operator Data SourceSpecifies a link to another node in the document that serves as an operator on this node. This is managed by the application and should generally not be set by the user.
Local Data SourceSpecifies a link to another node in the document that serves as data source for this node. This is managed by the application and should generally not be set by the user.
Name PrefixAllows the user to specify a name prefix such as "fs" as in "fs_normals". Provided so that these values can be specified without having to parse strings. Not generally used by the application.
Variable NameAllows the user to specify a name for the variable node such "my_variable". This is generally managed by the application, but may be set by the user in some cases. You should not change this value if it has been set by the application.
Name SuffixAllows the user to specify a name prefix such as "vs" as in "fs_normals_vs". Provided so that these values can be specified without having to parse strings. Not generally used by the application.

<Node> Properties

Properties are as follows:

Property Documentation
NameSets the name of the node. Do not use / or \ [forward slash and backslash] in the node name as this produces conflicts with resolving link nodes that reference external files.
ClassSets the class of the node.
IDSets the ID of the node. This must be unique for each document, but different documents can use the same ID.
Export DisabledDetermines whether or not the node is exported during an export process, or possibly other purposes.
GuidEnumerates the Node's GUID.