Inheritance diagram for I3DShPostRenderer:

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| virtual MCCOMErr MCCOMAPI | SetScene (I3DShScene *scene)=0 |
| virtual MCCOMErr MCCOMAPI | GetBufferNeeds (uint32 &needs)=0 |
| virtual MCCOMErr MCCOMAPI | PrepareDraw (IShRasterLayer *input, const TMCRect &bounds, IShChannel *buffers[], I3DShScene *scene, I3DShCamera *renderingCamera, const TBBox2D &uvBox, const TBBox2D &productionFrame)=0 |
| virtual MCCOMErr MCCOMAPI | DrawRect (const TMCRect &outputRect, const TChannelDataBucket *outputTile[], const TBBox2D &uvBox)=0 |
| virtual MCCOMErr MCCOMAPI | FinishDraw ()=0 |
| virtual MCCOMErr MCCOMAPI | BeginRender (MicroTick beginTime, MicroTick endTime, uint32 framePerSeconds, int32 nbrFrames, boolean isRenderMovie)=0 |
| virtual MCCOMErr MCCOMAPI | EndRender ()=0 |
Post Renderers can be instantiated in two different ways:
There are two interfaces to access postRenderer: The shell interface (I3DShPostRenderer) and the external interface (I3DExPostRenderer) . You can get one from the other using QueryInterface.
Whenever it is possible you should use the Shell interface (I3DShPostRenderer) to access the component because the Shell will make sure that the parameter map of the external component is valid. This is especially important if the component is animated. For more information on components see the Overview of the SDK.
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Called at the beginning of the rendering of an animation. This can be used if you want to create a Post Renderer that depends on previous frames.
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Called for each tile of the output image. This is where the actual rendering takes place.
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Called at the end of the rendering of an animation. |
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Called for clean up at the end of the postrendering (after DrawRect()). |
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Identifies which GBuffers are necessary to compute this post renderer. To find the various contants used for GBuffer check at the end of I3DExPostRenderer.h
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Called at the begginning of postrendering to initialise the postrenderer.
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Sets the scene that is rendered.
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1.4.5