MeshLib Python Docs
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mrmeshpy.IRenderObject Class Reference

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 Protected Member Functions

 _pybind11_conduit_v1_ (*args, **kwargs)
 

Detailed Description

Generated from:  MR::IRenderObject

Member Function Documentation

◆ _pybind11_conduit_v1_()

mrmeshpy.IRenderObject._pybind11_conduit_v1_ ( * args,
** kwargs )
staticprotected

◆ forceBindAll()

None mrmeshpy.IRenderObject.forceBindAll ( self)
binds all data for this render object, not to bind ever again (until object becomes dirty)

◆ glBytes()

int mrmeshpy.IRenderObject.glBytes ( self)
returns the amount of memory this object allocated in OpenGL

◆ heapBytes()

int mrmeshpy.IRenderObject.heapBytes ( self)
returns the amount of memory this object occupies on heap

◆ render()

bool mrmeshpy.IRenderObject.render ( self,
ModelRenderParams params )
Returns true if something was rendered, or false if nothing to render.

◆ renderPicker()

None mrmeshpy.IRenderObject.renderPicker ( self,
ModelBaseRenderParams params,
int geomId )

◆ renderUi()

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.

The documentation for this class was generated from the following file: