RenderMan API  23.0
Deprecated List
Member Ri::Singleton ()
Class RiPredefinedStrings
Member RixIntegratorContext::GetNearestHits (int nRays, RtRayGeometry const *rays, RixBXLobeTraits const &lobesWanted, bool wantsMisses, int *numShadingCtxs, RixShadingContext const **shadingCtxs, RtUString const subset=US_NULL, RtUString const excludeSubset=US_NULL, bool isLightPath=false, RtHitSides hitSides=k_SidesBoth, bool isPrimary=false, bool isVolume=false, bool stochasticMode=true)
This version of GetNearestHits() returns ray hits in the form of a list of RixShadingContext. These shading contexts represent a collection of points which have had their associated Bxdfs fully executed and set up for sample evaluation and generation. Since a Bxdf evaluation may trigger an upstream evaluation of all input patterns, this version of the call is considered to be very expensive as it invokes full shading.
Member RixIntegratorContext::GetNearestHits (int nRays, RtRayGeometry const *rays, RtHitPoint *hits, RtUString const subset=US_NULL, RtUString const excludeSubset=US_NULL, RtHitSides hitSides=k_SidesBoth, bool isPrimary=false, bool isVolume=false, bool stochasticMode=true)
This second version of GetNearestHits() returns ray hits in the form of a list of RtHitGeometry. No shading contexts are set up in this routine, and only information about the geometric locale is returned. This version of the call is preferred if no shading needs to be performed, such as in the case of an occlusion-only integrator.