OpenGLContext.scenegraph.shaders
Shader node implementation
Functions
Classes
class _GLSLObjectCache(
object
):
class _TextureUniform(
_Uniform
):
class FloatUniform1f(
FloatUniform
):
class FloatUniform2f(
FloatUniform
):
class FloatUniform3f(
FloatUniform
):
class FloatUniform4f(
FloatUniform
):
class FloatUniformm2(
FloatUniform
):
class FloatUniformm2x3(
FloatUniform
):
class FloatUniformm2x4(
FloatUniform
):
class FloatUniformm3(
FloatUniform
):
class FloatUniformm3x2(
FloatUniform
):
class FloatUniformm3x4(
FloatUniform
):
class FloatUniformm4(
FloatUniform
):
class FloatUniformm4x2(
FloatUniform
):
class FloatUniformm4x3(
FloatUniform
):
class GLSLImport(
GLSLImport
):
GLSL-based importable code library
url
exposedField MFString url []
class GLSLObject(
GLSLObject
):
GLSL-based shader object (compiled set of shaders)
compileLog
field SFString compileLog
class GLSLShader(
GLSLShader
):
Uniform (variable) binding for a shader (integer form)
class IntUniform1i(
IntUniform
):
class IntUniform2i(
IntUniform
):
class IntUniform3i(
IntUniform
):
class IntUniform4i(
IntUniform
):
class ShaderAttribute(
ShaderAttribute
):
Regular vertex-buffer mechanism
class ShaderGeometry(
ShaderGeometry
):
Renderable geometry type using shaders
boundingVolume(
self
,
mode
)
Create a bounding-volume object for this node
This is our geometry's boundingVolume, with the
addition that any dependent volume must be dependent
on our geometry field.
visible(
self
,
frustum
= None
,
matrix
= None
,
occlusion
= 0
,
mode
= None
)
Check whether this renderable node intersects frustum
- frustum
- the bounding volume frustum with a planes attribute which defines the plane equations for each active clipping plane
- matrix
- the active OpenGL transformation matrix for this node, used to determine the transforms for the grouping-node's bounding volumes. Is calculated from current OpenGL state if not provided.
Index array buffer mechanism
class ShaderSlice(
ShaderSlice
):
Slice of a shader to render
class ShaderURLField(
MFString
):