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The RenderMan Interface - Paul Bourke

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This function marks the coordinate system defined by the current transformation<br />

with the name space and saves it. This coordinate system can then be referred to by<br />

name in subsequent shaders, or in RiTransformPoints. A shader cannot refer to a<br />

coordinate system that has not already been named. <strong>The</strong> list of named coordinate<br />

systems is global.<br />

RIB BINDING<br />

CoordinateSystem name<br />

EXAMPLE<br />

CoordinateSystem ”lamptop”<br />

SEE ALSO<br />

RiCoordSysTransform, RiTransformPoints<br />

RiCoordSysTransform ( RtToken name )<br />

This function replaces the current transformation matrix with the matrix that forms<br />

the name coordinate system. This permits objects to be placed directly into special or<br />

user-defined coordinate systems by their names.<br />

RIB BINDING<br />

CoordSysTransform name<br />

EXAMPLE<br />

CoordSysTransform ”lamptop”<br />

SEE ALSO<br />

RiCoordinateSystem<br />

RtPoint *<br />

RiTransformPoints ( RtToken fromspace, RtToken tospace, RtInt n, RtPoint points[] )<br />

This procedure transforms the array of points from the coordinate system fromspace<br />

to the coordinate system tospace. This array contains n points. If the transformation<br />

is successful, the array points is returned. If the transformation cannot be computed<br />

for any reason (e.g., one of the space names is unknown or the transformation requires<br />

the inversion of a noninvertable transformation), NULL is returned.<br />

EXAMPLE<br />

RtPoint four points[4];<br />

RiTransformPoints (”current,” ”lamptop,” 4, four points);<br />

SEE ALSO<br />

RiCoordinateSystem, RiProjection, RiWorldBegin<br />

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