RenderFlags¶
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class
pyrender.constants.RenderFlags[source]¶ Bases:
objectFlags 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_SOLIDRender all meshes as solids. ALL_WIREFRAMERender all meshes as wireframes. DEPTH_ONLYOnly render the depth buffer. FACE_NORMALSRender face normals. FLATRender the color buffer flat, with no lighting computations. FLIP_WIREFRAMEInvert the status of wireframe rendering for each mesh. NONENormal PBR Render. OFFSCREENRender offscreen and return the depth and (optionally) color buffers. RGBARender the color buffer with the alpha channel enabled. SEGSHADOWS_ALLRender shadows for all lights. SHADOWS_DIRECTIONALRender shadows for directional lights. SHADOWS_POINTRender shadows for point lights. SHADOWS_SPOTRender shadows for spot lights. SKIP_CULL_FACESDo not cull back faces. VERTEX_NORMALSRender 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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