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Workspace 6.21.5
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Struct for containing the geometry of the model when it is faceted (i.e. broken up into individual elements. More...
#include <Rendering/OpenGL/Shaders/wsglpickelementshader.h>
Additional Inherited Members | |
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enum | RenderItemFlag { IsSymbol = 0x01 , IsManipulatorSymbol = 0x02 , IsInteractive = 0x04 , IsDepthTested = 0x08 } |
using | SortingKey = quint64 |
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static const unsigned | ID_ATTRIB_LOCATION = 2 |
static const unsigned | NORMAL_ATTRIB_LOCATION = 1 |
static const unsigned | VERTEX_ATTRIB_LOCATION = 0 |
This is used by the WSGLPickElementShader (and other shaders that choose to use the same geometry style if they wish) to render each individual facet of the geometry.
WSGLFacetedGeometry | ( | WSGLRenderer & | renderer, |
WSGLRenderItem & | model | ||
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overridevirtual |
Renders the geometric primitives contained within the render item. Assumes that a shader has been activated prior to rendering and that the current framebuffer state is valid.
renderer | The renderer with which this item is going to be rendered. Not const because depending on the element types being rendered, render state may need to be altered in order to correctly visualise the element type. |
elementFilter | Used to filter out certain element types from the rendered item. |
ignorePickFilter | If true, then the pick filter will not be taken into account during the render (e.g. picking a given elt type doesn't mean we should not render complete glyphs) |
Reimplemented from WSGLRenderItem.
bool requiresUpdate | ( | ) |
bool update | ( | const Mesh::MeshModelInterface & | model | ) |