#include <MRIRenderObject.h>
◆ ~IRenderObject()
virtual MR::IRenderObject::~IRenderObject |
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virtualdefault |
◆ forceBindAll()
virtual void MR::IRenderObject::forceBindAll |
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inlinevirtual |
◆ glBytes()
size_t MR::IRenderObject::glBytes |
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const |
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inlinepure virtual |
◆ heapBytes()
size_t MR::IRenderObject::heapBytes |
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const |
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inlinepure virtual |
◆ render()
Implemented in MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectLines, RenderLinesObject >, MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectMesh, RenderMeshObject >, MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectPoints, RenderPointsObject >, MR::RenderFeatures::RenderPlaneNormalComponent, MR::RenderLabelObject, MR::RenderLinesObject, MR::RenderMeshObject, MR::RenderPointsObject, MR::RenderResetDirtyComponent, and MR::RenderVolumeObject.
◆ renderPicker()
Implemented in MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectLines, RenderLinesObject >, MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectMesh, RenderMeshObject >, MR::RenderFeatures::RenderFeatureComponent< IsPrimary, ObjectPoints, RenderPointsObject >, MR::RenderFeatures::RenderPlaneNormalComponent, MR::RenderLabelObject, MR::RenderLinesObject, MR::RenderMeshObject, MR::RenderPointsObject, MR::RenderResetDirtyComponent, and MR::RenderVolumeObject.
◆ renderUi()
virtual void MR::IRenderObject::renderUi |
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const UiRenderParams & | params | ) |
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inlinevirtual |
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.
Reimplemented in MR::RenderNameObject.
The documentation for this class was generated from the following file: