class
MeshMesh
Buffer ownership and reference counting
Unlike in C++, where a GL::Buffer is either std::move()
d
into the mesh or referenced externally (with the user being responsible for
its lifetime), the gl.Mesh object keeps references to all buffers
added to it.
Methods
- def add_vertex_buffer(self, buffer: Buffer, offset: int, stride: int, attribute: Attribute) -> None
- Add vertex buffer
- def set_index_buffer(self, buffer: Buffer, offset: int, type: MeshIndexType) -> None
- Set index buffer
- def set_index_buffer(self, buffer: Buffer, offset: int, type: magnum.MeshIndexType) -> None
- Set index buffer
Special methods
- def __init__(self, primitive: MeshPrimitive = MeshPrimitive.TRIANGLES) -> None
- Constructor
- def __init__(self, primitive: magnum.MeshPrimitive) -> None
- Constructor
Properties
- buffers: list[object] get
- Buffer objects referenced by the mesh
- count: int get set
- Vertex/index count
- id: int get
- OpenGL vertex array ID
- index_type: MeshIndexType get
- Index type
- is_indexed: bool get
- Whether the mesh is indexed
- primitive: MeshPrimitive get set
- Primitive type
Property documentation
magnum. gl. Mesh. primitive: MeshPrimitive get set
Primitive type
While querying this property will always give back a gl.MeshPrimitive, this property can be set using either magnum.MeshPrimitive or gl.MeshPrimitive, similarly to how the overloaded GL::Mesh::setPrimitive() works.