HDK
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#include <tokens.h>
Public Member Functions | |
USDHYDRA_API | UsdHydraTokensType () |
UsdHydraTokens provides static, efficient TfTokens for use in all public USD API.
These tokens are auto-generated from the module's schema, representing property names, for when you need to fetch an attribute or relationship directly by name, e.g. UsdPrim::GetAttribute(), in the most efficient manner, and allow the compiler to verify that you spelled the name correctly.
UsdHydraTokens also contains all of the allowedTokens values declared for schema builtin attributes of 'token' scene description type. Use UsdHydraTokens like so:
USDHYDRA_API UsdHydraTokensType::UsdHydraTokensType | ( | ) |
"hydraGenerativeProcedural"
Fallback value for UsdHydraGenerativeProceduralAPI::GetProceduralSystemAttr()
"HydraGenerativeProceduralAPI"
Schema identifer and family for UsdHydraGenerativeProceduralAPI
"linearMipmapLinear"
See https://www.opengl.org/wiki/Sampler_Object , Possible value for the "minFilter" input on a UvTexture shader.
"linearMipmapNearest"
See https://www.opengl.org/wiki/Sampler_Object Possible value for the "minFilter" input on a UvTexture shader.
"nearestMipmapLinear"
See https://www.opengl.org/wiki/Sampler_Object Possible value for "minFilter" and "magFilter" inputs on a UvTexture shader.
"nearestMipmapNearest"
See https://www.opengl.org/wiki/Sampler_Object Possible value for the "minFilter" input on a UvTexture shader.
"primvars:hdGp:proceduralType"
"useMetadata"
Possible value for "wrapT" and "wrapS" inputs on a "UvTexture" shader prim. Causes the wrap value to be loaded from the texture file instead of being specified in the prim. If the texture file doesn't support metadata or the metadata doesn't contain a wrap mode, the "black" wrap mode is used.