def render( self, t, aspect, alpha ): camera = self.camera.eval_unfinished( t ) #print 'inter pre' draw._pre_drawing( aspect, alpha, self.name ) try: draw.set_camera( camera ) viewall = Rect( draw.visible() ) for i in self.working_set.eval( t ): d, view = i.eval_unfinished( t ) if view is None: view = viewall i.render( d, view, t ) finally: draw._post_drawing()
def render(self, t, aspect, alpha): camera = self.camera.eval_unfinished(t) #print 'inter pre' draw._pre_drawing(aspect, alpha, self.name) try: draw.set_camera(camera) viewall = Rect(draw.visible()) for i in self.working_set.eval(t): d, view = i.eval_unfinished(t) if view is None: view = viewall i.render(d, view, t) finally: draw._post_drawing()
def render( self, t, aspect, alpha ): camera = self.camera.eval_finished( self.timelines[self.camera], t ) #print 'anim pre' draw._pre_drawing( aspect, alpha, self.name ) keepalive = 0 try: draw.set_camera( camera ) torender = self.working_set.eval( t ) for i in torender: d, view = i.eval_finished( self.timelines[i], t ) if view is None: view = draw.visible() if i.render( d, view, t ): keepalive = 1 for i in self.cast: if i not in torender: i.no_render() finally: draw._post_drawing() return keepalive
def render(self, t, aspect, alpha): camera = self.camera.eval_finished(self.timelines[self.camera], t) #print 'anim pre' draw._pre_drawing(aspect, alpha, self.name) keepalive = 0 try: draw.set_camera(camera) torender = self.working_set.eval(t) for i in torender: d, view = i.eval_finished(self.timelines[i], t) if view is None: view = draw.visible() if i.render(d, view, t): keepalive = 1 for i in self.cast: if i not in torender: i.no_render() finally: draw._post_drawing() return keepalive