Class TexturedTrianglesProxyBase

Inheritance Relationships

Base Type

Derived Type

Class Documentation

class TexturedTrianglesProxyBase : public mrpt::opengl::TrianglesProxyBase

Specialization for proxies that render textured triangles.

Extends TrianglesProxyBase with texture coordinate and texture management.

Subclassed by mrpt::opengl::TexturedTrianglesProxy

Public Functions

TexturedTrianglesProxyBase() = default
virtual void compile(const mrpt::viz::CVisualObject *sourceObj) override

Initial compilation: uploads object data to GPU.

This is called once when the proxy is first created. It should:

  • Create OpenGL buffers (VBOs, VAOs, textures)

  • Upload initial vertex/color/normal/texture data

  • Cache any frequently-used values

Note

Must be called from OpenGL context thread

Note

After this call, the proxy should be ready to render

Parameters:

sourceObj – The abstract viz object (read-only access)

virtual void updateBuffers(const mrpt::viz::CVisualObject *sourceObj) override

Incremental update: refreshes GPU buffers with changed data.

This is called when the source object’s dirty flag is set (hasToUpdateBuffers() returns true). It should:

  • Re-upload only the changed data (vertices, colors, etc.)

  • Be as efficient as possible (don’t recompile everything)

Note

Must be called from OpenGL context thread

Note

Default implementation calls compile() - override for efficiency

Parameters:

sourceObj – The abstract viz object (read-only access)

virtual void render(const RenderContext &rc) const override

Renders this object using the provided context.

This is called every frame for visible objects. It should:

  • Bind appropriate buffers (VAO, VBO, textures)

  • Set shader uniforms (model matrix, material properties, etc.)

  • Issue draw calls (glDrawArrays, glDrawElements, etc.)

Note

Must be called from OpenGL context thread

Note

The shader program is already bound when this is called

Note

Common matrices (P, V, M) are already uploaded by CompiledViewport

Parameters:

rc – Rendering context (shader, matrices, lights)

virtual std::vector<shader_id_t> requiredShaders() const override

Returns the list of shader programs this object needs.

Most objects use a single shader, but some may use multiple (e.g., different shaders for shadow map pass vs. normal rendering).

Returns:

Vector of shader IDs, typically with 1 element

inline virtual const char *typeName() const override

Returns a human-readable type name for this proxy. Used for debugging and logging.

Protected Attributes

Buffer m_texCoordBuffer = {Buffer::Type::Vertex}

Texture coordinate buffer (UV coordinates)

Buffer m_tangentBuffer = {Buffer::Type::Vertex}

Tangent vector buffer (for normal mapping TBN matrix)

class Texture *m_texture = nullptr

Texture object (owned externally, managed by TextureCache)

bool m_textureInterpolate = false

Texture interpolation (linear vs nearest)

bool m_textureMipMaps = true

Use mipmaps