RenderFlags

class pyrender.constants.RenderFlags[source]

Bases: object

Flags for rendering in the scene.

Combine them with the bitwise or. For example,

>>> flags = OFFSCREEN | SHADOWS_DIRECTIONAL | VERTEX_NORMALS

would result in an offscreen render with directional shadows and vertex normals enabled.

Attributes Summary

ALL_SOLID Render all meshes as solids.
ALL_WIREFRAME Render all meshes as wireframes.
DEPTH_ONLY Only render the depth buffer.
FACE_NORMALS Render face normals.
FLAT Render the color buffer flat, with no lighting computations.
FLIP_WIREFRAME Invert the status of wireframe rendering for each mesh.
NONE Normal PBR Render.
OFFSCREEN Render offscreen and return the depth and (optionally) color buffers.
RGBA Render the color buffer with the alpha channel enabled.
SEG
SHADOWS_ALL Render shadows for all lights.
SHADOWS_DIRECTIONAL Render shadows for directional lights.
SHADOWS_POINT Render shadows for point lights.
SHADOWS_SPOT Render shadows for spot lights.
SKIP_CULL_FACES Do not cull back faces.
VERTEX_NORMALS Render vertex normals.

Attributes Documentation

ALL_SOLID = 16

Render all meshes as solids.

ALL_WIREFRAME = 8

Render all meshes as wireframes.

DEPTH_ONLY = 1

Only render the depth buffer.

FACE_NORMALS = 512

Render face normals.

FLAT = 4096

Render the color buffer flat, with no lighting computations.

FLIP_WIREFRAME = 4

Invert the status of wireframe rendering for each mesh.

NONE = 0

Normal PBR Render.

OFFSCREEN = 2

Render offscreen and return the depth and (optionally) color buffers.

RGBA = 2048

Render the color buffer with the alpha channel enabled.

SEG = 8192
SHADOWS_ALL = 224

Render shadows for all lights.

SHADOWS_DIRECTIONAL = 32

Render shadows for directional lights.

SHADOWS_POINT = 64

Render shadows for point lights.

SHADOWS_SPOT = 128

Render shadows for spot lights.

SKIP_CULL_FACES = 1024

Do not cull back faces.

VERTEX_NORMALS = 256

Render vertex normals.