ShaderBuffer
from panda3d.core import ShaderBuffer
- class ShaderBuffer
Bases:
TypedWritableReferenceCount
,Namable
,GeomEnums
This is a generic buffer object that lives in graphics memory.
New in version 1.10.0.
Inheritance diagram
- __init__(*args, **kwargs)
- data_size_bytes
- getClassType()
C++ Interface: get_class_type()
- get_class_type()
C++ Interface: get_class_type()
- isPrepared()
C++ Interface: is_prepared(ShaderBuffer self, PreparedGraphicsObjects prepared_objects)
- /**
Returns true if the data has already been prepared or enqueued for
preparation on the indicated GSG, false otherwise.
*/
- is_prepared()
C++ Interface: is_prepared(ShaderBuffer self, PreparedGraphicsObjects prepared_objects)
- /**
Returns true if the data has already been prepared or enqueued for
preparation on the indicated GSG, false otherwise.
*/
- prepare()
C++ Interface: prepare(const ShaderBuffer self, PreparedGraphicsObjects prepared_objects)
- /**
Indicates that the data should be enqueued to be prepared in the indicated
prepared_objects at the beginning of the next frame. This will ensure the
data is already loaded into the GSG if it is expected to be rendered soon.
Use this function instead of prepare_now() to preload datas from a user
interface standpoint.
*/
- prepareNow()
C++ Interface: prepare_now(const ShaderBuffer self, PreparedGraphicsObjects prepared_objects, GraphicsStateGuardianBase gsg)
- /**
Creates a context for the data on the particular GSG, if it does not
already exist. Returns the new (or old) BufferContext. This assumes
that the GraphicsStateGuardian is the currently active rendering context
and that it is ready to accept new datas. If this is not necessarily the
case, you should use prepare() instead.
Normally, this is not called directly except by the GraphicsStateGuardian;
a data does not need to be explicitly prepared by the user before it may be
rendered.
*/
- prepare_now()
C++ Interface: prepare_now(const ShaderBuffer self, PreparedGraphicsObjects prepared_objects, GraphicsStateGuardianBase gsg)
- /**
Creates a context for the data on the particular GSG, if it does not
already exist. Returns the new (or old) BufferContext. This assumes
that the GraphicsStateGuardian is the currently active rendering context
and that it is ready to accept new datas. If this is not necessarily the
case, you should use prepare() instead.
Normally, this is not called directly except by the GraphicsStateGuardian;
a data does not need to be explicitly prepared by the user before it may be
rendered.
*/
- release()
C++ Interface: release(const ShaderBuffer self, PreparedGraphicsObjects prepared_objects)
- /**
Frees the data context only on the indicated object, if it exists there.
Returns true if it was released, false if it had not been prepared.
*/
- releaseAll()
C++ Interface: release_all(const ShaderBuffer self)
- /**
Frees the context allocated on all objects for which the data has been
declared. Returns the number of contexts which have been freed.
*/
- release_all()
C++ Interface: release_all(const ShaderBuffer self)
- /**
Frees the context allocated on all objects for which the data has been
declared. Returns the number of contexts which have been freed.
*/
- upcastToGeomEnums()
C++ Interface: upcast_to_GeomEnums(const ShaderBuffer self)
upcast from ShaderBuffer to GeomEnums
- upcastToNamable()
C++ Interface: upcast_to_Namable(const ShaderBuffer self)
upcast from ShaderBuffer to Namable
- upcastToTypedWritableReferenceCount()
C++ Interface: upcast_to_TypedWritableReferenceCount(const ShaderBuffer self)
upcast from ShaderBuffer to TypedWritableReferenceCount
- upcast_to_GeomEnums()
C++ Interface: upcast_to_GeomEnums(const ShaderBuffer self)
upcast from ShaderBuffer to GeomEnums
- upcast_to_Namable()
C++ Interface: upcast_to_Namable(const ShaderBuffer self)
upcast from ShaderBuffer to Namable
- upcast_to_TypedWritableReferenceCount()
C++ Interface: upcast_to_TypedWritableReferenceCount(const ShaderBuffer self)
upcast from ShaderBuffer to TypedWritableReferenceCount
- usage_hint