OpenGL.contextdata
Storage of per-context values of various types
Because OpenGL needs persistent references to the
objects we're constructing to shadow Python objects,
we have to store references to the objects somewhere
For any given Python GUI library, we can use a weakref
to the library's representation of the GL context to
call the cleanup function. That means some per-GUI
library code in OpenGL (or the library), but it gives
us very natural operations within OpenGL.
Note: you can entirely disable use of this module by
setting:
OpenGL.ERROR_ON_COPY = True
OpenGL.STORE_POINTERS = False
before importing OpenGL functionality.
Functions
cleanupContext(
context
= None
)
Cleanup all held pointer objects for the given context
Warning: this is dangerous, as if you call it before a context
is destroyed you may release memory held by the context and cause
a protection fault when the GL goes to render the scene!
Normally you will want to get the context ID explicitly and then
register cleanupContext as a weakref callback to your GUI library
Context object with the (now invalid) context ID as parameter.
setValue(
constant
,
value
,
context
= None
,
weak
= False
)
Set a stored value for the given context
- constant
- Normally a GL constant value, but can be any hashable value
- value
- the value to be stored. If weak is true must be weak-reference-able. If None, then the value will be deleted from the storage
- context
- the context identifier for which we're storing the value
- weak
- if true, value will be stored with a weakref Note: you should always pass the same value for "weak" for a given constant, otherwise you will create two storages for the constant.