globalmapper.AddCustomShader¶
- globalmapper.AddCustomShader(GM_CustomShader_t aShader, uint32 aReserved=0) GM_Error_t32 [source]¶
Adds a new custom shader for possible use for elevation layer display. Once the shader is added, you can use the SetVerticalDisplayOptions function to make it the active shader for rendering elevation layers or the SetElevationOverrides function to set it as the shader to use for rendering a particular layer. If a custom shader with the name specified already exists, that shader will be updated. Otherwise a new custom shader with the specified name will be created.
If you would like to create a custom shader that shades the slopes of a terrain layer rather than the elevation value, provide the flag GM_CustomShader_ShadeSlopes as part of the GM_CustomShader_t structure.
- Parameters:
aShader (GM_CustomShader_t) – shader to add
aReserved (uint32) – reserved, defaults to 0
- Returns:
Error Code
- Return type:
GM_Error_t32