Public Member Functions | |
None | forceBindAll (self) |
int | glBytes (self) |
int | heapBytes (self) |
bool | render (self, ModelRenderParams params) |
None | renderPicker (self, ModelBaseRenderParams params, int geomId) |
None | renderUi (self, UiRenderParams params) |
Generated from: MR::IRenderObject
None meshlib.mrmeshpy.IRenderObject.forceBindAll | ( | self | ) |
binds all data for this render object, not to bind ever again (until object becomes dirty)
int meshlib.mrmeshpy.IRenderObject.glBytes | ( | self | ) |
returns the amount of memory this object allocated in OpenGL
int meshlib.mrmeshpy.IRenderObject.heapBytes | ( | self | ) |
returns the amount of memory this object occupies on heap
bool meshlib.mrmeshpy.IRenderObject.render | ( | self, | |
ModelRenderParams | params ) |
Returns true if something was rendered, or false if nothing to render.
None meshlib.mrmeshpy.IRenderObject.renderPicker | ( | self, | |
ModelBaseRenderParams | params, | ||
int | geomId ) |
None meshlib.mrmeshpy.IRenderObject.renderUi | ( | self, | |
UiRenderParams | params ) |
Render the UI. This is repeated for each viewport. Here you can either render immediately, or insert a task into `params.tasks`, which get Z-sorted. * `params` will remain alive as long as the tasks are used. * You'll have at most one living task at a time, so you can write a non-owning pointer to an internal task.