Blender  V3.3
type.h
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16 
17 #ifndef OPENSUBDIV_BASE_TYPE_H_
18 #define OPENSUBDIV_BASE_TYPE_H_
19 
20 #include <stdint.h>
21 
22 #include <algorithm>
23 #include <cassert>
24 #include <map>
25 #include <stack>
26 #include <string>
27 #include <unordered_map>
28 #include <utility>
29 #include <vector>
30 
31 namespace blender {
32 namespace opensubdiv {
33 
34 using std::map;
35 using std::pair;
36 using std::stack;
37 using std::string;
38 using std::unordered_map;
39 using std::vector;
40 
41 using std::fill;
42 using std::make_pair;
43 using std::max;
44 using std::min;
45 using std::move;
46 using std::swap;
47 
48 } // namespace opensubdiv
49 } // namespace blender
50 
51 #endif // OPENSUBDIV_BASE_TYPE_H_
void swap(T &a, T &b)
Definition: Common.h:19
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a vector
SocketIndexByIdentifierMap * map
#define min(a, b)
Definition: sort.c:35
float max