RenderFlags¶
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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
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ALL_SOLID
= 16¶ Render all meshes as solids.
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ALL_WIREFRAME
= 8¶ Render all meshes as wireframes.
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DEPTH_ONLY
= 1¶ Only render the depth buffer.
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FACE_NORMALS
= 512¶ Render face normals.
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FLAT
= 4096¶ Render the color buffer flat, with no lighting computations.
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FLIP_WIREFRAME
= 4¶ Invert the status of wireframe rendering for each mesh.
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NONE
= 0¶ Normal PBR Render.
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OFFSCREEN
= 2¶ Render offscreen and return the depth and (optionally) color buffers.
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RGBA
= 2048¶ Render the color buffer with the alpha channel enabled.
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SEG
= 8192¶
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SHADOWS_ALL
= 224¶ Render shadows for all lights.
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SHADOWS_DIRECTIONAL
= 32¶ Render shadows for directional lights.
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SHADOWS_POINT
= 64¶ Render shadows for point lights.
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SHADOWS_SPOT
= 128¶ Render shadows for spot lights.
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SKIP_CULL_FACES
= 1024¶ Do not cull back faces.
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VERTEX_NORMALS
= 256¶ Render vertex normals.
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