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) |
Static Public Member Functions | |
| IRenderObject | operator (*args, **kwargs) |
Generated from: MR::IRenderObject
| None mrmeshpy.IRenderObject.forceBindAll | ( | self | ) |
binds all data for this render object, not to bind ever again (until object becomes dirty)
| int mrmeshpy.IRenderObject.glBytes | ( | self | ) |
returns the amount of memory this object allocated in OpenGL
| int mrmeshpy.IRenderObject.heapBytes | ( | self | ) |
returns the amount of memory this object occupies on heap
|
static |
| bool mrmeshpy.IRenderObject.render | ( | self, | |
| ModelRenderParams | params ) |
Returns true if something was rendered, or false if nothing to render.
| None mrmeshpy.IRenderObject.renderPicker | ( | self, | |
| ModelBaseRenderParams | params, | ||
| int | geomId ) |
| None 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.