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/wsglpicknodeshader.h>
Additional Inherited Members | |
Public Types inherited from WSGLRenderItem | |
enum | RenderItemFlag { IsSymbol = 0x01 , IsManipulatorSymbol = 0x02 , IsInteractive = 0x04 , IsDepthTested = 0x08 } |
using | SortingKey = quint64 |
Static Public Attributes inherited from WSGLRenderItem | |
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 WSGLPickNodeShader (and other shaders that choose to use the same geometry style if they wish) to render each individual facet of the geometry.
WSGLNodeGeometry | ( | WSGLRenderer & | renderer, |
WSGLRenderItem & | model | ||
) |
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overridevirtual |
renderer | The renderer that will be used to render the geometry |
elementFilter | Used to filter out certain types of elements from the render |
ignorePickFilter | Ignore the pick element filter |
Reimplemented from WSGLRenderItem.
bool requiresUpdate | ( | ) |
bool update | ( | const Mesh::MeshModelInterface & | model | ) |