OpenGLAttributes
Applies attributes to modify the appearance of objects in the viewport and in renders done by the OpenGLRender node.
user
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
out
The processed output scene.
enabled
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
in
The input scene
filter
The filter used to control which parts of the scene are processed. A Filter node should be connected here.
attributes
The attributes to be applied - arbitrary numbers of user defined attributes may be added as children of this plug via the user interface, or using the CompoundDataPlug API via python.
attributes.gl:primitive:solid
Whether or not the object is rendered solid, in which case the assigned GLSL shader will be used to perform the shading.
attributes.gl:primitive:wireframe
Whether or not the object is rendered as a wireframe.
Use the gl:primitive:wireframeColor
and gl:primitive:wireframeWidth
attributes for finer control of the wireframe appearance.
attributes.gl:primitive:wireframeColor
The colour to use for the wireframe rendering. Only meaningful if wireframe rendering is turned on.
attributes.gl:primitive:wireframeWidth
The width in pixels of the wireframe rendering. Only meaningful if wireframe rendering is turned on.
attributes.gl:primitive:outline
Whether or not an outline is drawn around the object.
Use the gl:primitive:outlineColor
and gl:primitive:outlineWidth
attributes for finer control of the outline.
attributes.gl:primitive:outlineColor
The colour to use for the outline. Only meaningful if outline rendering is turned on.
attributes.gl:primitive:outlineWidth
The width in pixels of the outline. Only meaningful if outline rendering is turned on.
attributes.gl:primitive:points
Whether or not the individual points (vertices) of the
object are drawn. Use the gl:primitive:pointColor
and
gl:primitive:pointWidth
attributes for finer control
of the point rendering.
attributes.gl:primitive:pointColor
The colour to use for the point rendering. Only meaningful if point rendering is turned on.
attributes.gl:primitive:pointWidth
The width in pixels of the points. Only meaningful if point rendering is turned on.
attributes.gl:primitive:bound
Whether or not the bounding box of the object is drawn.
This is in addition to any drawing of unexpanded bounding
boxes that the viewer performs. Use the gl:primitive:boundColor
attribute to change the colour of the bounding box.
attributes.gl:primitive:boundColor
The colour to use for the bounding box rendering. Only meaningful if bounding box rendering is turned on.
attributes.gl:pointsPrimitive:useGLPoints
Points primitives have a render type (set by the PointsType node) which allows them to be rendered as particles, disks, spheres etc. This attribute overrides that type for OpenGL only, allowing a much faster rendering as raw OpenGL points.
attributes.gl:pointsPrimitive:glPointWidth
The width in pixels of the GL points rendered when
the gl:pointsPrimitive:useGLPoints
attribute has
overridden the point type.
attributes.gl:curvesPrimitive:useGLLines
Curves primitives are typically rendered as ribbons and as such have an associated width in object space. This attribute overrides that for OpenGL only, allowing a much faster rendering as raw OpenGL lines.
attributes.gl:curvesPrimitive:glLineWidth
The width in pixels of the GL lines rendered when
the gl:pointsPrimitive:useGLLines
attribute has
overridden the drawing to use lines.
attributes.gl:curvesPrimitive:ignoreBasis
Turns off interpolation for cubic curves, just rendering straight lines between the vertices instead.
attributes.gl:visualiser:scale
Scales non-geometric visualisations in the viewport to make them easier to work with.
attributes.gl:visualiser:maxTextureResolution
Visualisers that load textures will respect this setting to limit their resolution.
attributes.gl:visualiser:frustum
Controls whether applicable locations draw a representation of their projection or frustum.
attributes.gl:light:drawingMode
Controls how lights are presented in the Viewer.
attributes.gl:light:frustumScale
Allows light projections to be scaled to better suit the scene.
global
Causes the attributes to be applied to the scene globals instead of the individual locations defined by the filter.
extraAttributes
An additional set of attributes to be added. Arbitrary numbers
of attributes may be specified within a single IECore.CompoundObject
,
where each key/value pair in the object defines an attribute.
This is convenient when using an expression to define the attributes
and the attribute count might be dynamic. It can also be used to
create attributes whose type cannot be handled by the attributes
CompoundDataPlug, with IECoreScene.ShaderNetwork
being one example.
If the same attribute is defined by both the attributes and the extraAttributes plugs, then the value from the extraAttributes is taken.