(self, visual_class, *args, **kwargs)
Add a visual. This method should be called in `self.initialize`.
        
        A visual is an instanciation of a `Visual`. A Visual
        defines a pattern for one, or a homogeneous set of plotting objects.
        Example: a text string, a set of rectangles, a set of triangles,
        a set of curves, a set of points. A set of points and rectangles
        does not define a visual since it is not an homogeneous set of
        objects. The technical reason for this distinction is that OpenGL
        allows for very fast rendering of homogeneous objects by calling
        a single rendering command (even if several objects of the same type
        need to be rendered, e.g. several rectangles). The lower the number
        of rendering calls, the better the performance.
        
        Hence, a visual is defined by a particular Visual, and by
        specification of fields in this visual (positions of the points,
        colors, text string for the example of the TextVisual, etc.). It
        also comes with a number `N` which is the number of vertices contained
        in the visual (N=4 for one rectangle, N=len(text) for a text since 
        every character is rendered independently, etc.)
        
        Several visuals can be created in the PaintManager, but performance
        decreases with the number of visuals, so that all homogeneous 
        objects to be rendered on the screen at the same time should be
        grouped into a single visual (e.g. multiple line plots).
        
        Arguments:
          * visual_class=None: the visual class, deriving from
            `Visual` (or directly from the base class `DataVisual`
            if you don't want the navigation-related functionality).
          * visible=True: whether this visual should be rendered. Useful
            for showing/hiding a transient element. When hidden, the visual
            does not go through the rendering pipeline at all.
          
        Returns:
          * visual: a dictionary containing all the information about
            the visual, and that can be used in `set_data`.
Add a visual. This method should be called in `self.initialize`.
        
        A visual is an instanciation of a `Visual`. A Visual
        defines a pattern for one, or a homogeneous set of plotting objects.
        Example: a text string, a set of rectangles, a set of triangles,
        a set of curves, a set of points. A set of points and rectangles
        does not define a visual since it is not an homogeneous set of
        objects. The technical reason for this distinction is that OpenGL
        allows for very fast rendering of homogeneous objects by calling
        a single rendering command (even if several objects of the same type
        need to be rendered, e.g. several rectangles). The lower the number
        of rendering calls, the better the performance.
        
        Hence, a visual is defined by a particular Visual, and by
        specification of fields in this visual (positions of the points,
        colors, text string for the example of the TextVisual, etc.). It
        also comes with a number `N` which is the number of vertices contained
        in the visual (N=4 for one rectangle, N=len(text) for a text since 
        every character is rendered independently, etc.)
        
        Several visuals can be created in the PaintManager, but performance
        decreases with the number of visuals, so that all homogeneous 
        objects to be rendered on the screen at the same time should be
        grouped into a single visual (e.g. multiple line plots).
        
        Arguments:
          * visual_class=None: the visual class, deriving from
            `Visual` (or directly from the base class `DataVisual`
            if you don't want the navigation-related functionality).
          * visible=True: whether this visual should be rendered. Useful
            for showing/hiding a transient element. When hidden, the visual
            does not go through the rendering pipeline at all.
          
        Returns:
          * visual: a dictionary containing all the information about
            the visual, and that can be used in `set_data`.
Add a visual . This method should be called in self . initialize . A visual is an instanciation of a Visual . A Visual defines a pattern for one or a homogeneous set of plotting objects . Example : a text string a set of rectangles a set of triangles a set of curves a set of points . A set of points and rectangles does not define a visual since it is not an homogeneous set of objects . The technical reason for this distinction is that OpenGL allows for very fast rendering of homogeneous objects by calling a single rendering command ( even if several objects of the same type need to be rendered e . g . several rectangles ) . The lower the number of rendering calls the better the performance . Hence a visual is defined by a particular Visual and by specification of fields in this visual ( positions of the points colors text string for the example of the TextVisual etc . ) . It also comes with a number N which is the number of vertices contained in the visual ( N = 4 for one rectangle N = len ( text ) for a text since every character is rendered independently etc . ) Several visuals can be created in the PaintManager but performance decreases with the number of visuals so that all homogeneous objects to be rendered on the screen at the same time should be grouped into a single visual ( e . g . multiple line plots ) . Arguments : * visual_class = None : the visual class deriving from Visual ( or directly from the base class DataVisual if you don t want the navigation - related functionality ) . * visible = True : whether this visual should be rendered . Useful for showing / hiding a transient element . When hidden the visual does not go through the rendering pipeline at all . Returns : * visual : a dictionary containing all the information about the visual and that can be used in set_data .
def add_visual(self, visual_class, *args, **kwargs):
        """Add a visual. This method should be called in `self.initialize`.
        
        A visual is an instanciation of a `Visual`. A Visual
        defines a pattern for one, or a homogeneous set of plotting objects.
        Example: a text string, a set of rectangles, a set of triangles,
        a set of curves, a set of points. A set of points and rectangles
        does not define a visual since it is not an homogeneous set of
        objects. The technical reason for this distinction is that OpenGL
        allows for very fast rendering of homogeneous objects by calling
        a single rendering command (even if several objects of the same type
        need to be rendered, e.g. several rectangles). The lower the number
        of rendering calls, the better the performance.
        
        Hence, a visual is defined by a particular Visual, and by
        specification of fields in this visual (positions of the points,
        colors, text string for the example of the TextVisual, etc.). It
        also comes with a number `N` which is the number of vertices contained
        in the visual (N=4 for one rectangle, N=len(text) for a text since 
        every character is rendered independently, etc.)
        
        Several visuals can be created in the PaintManager, but performance
        decreases with the number of visuals, so that all homogeneous 
        objects to be rendered on the screen at the same time should be
        grouped into a single visual (e.g. multiple line plots).
        
        Arguments:
          * visual_class=None: the visual class, deriving from
            `Visual` (or directly from the base class `DataVisual`
            if you don't want the navigation-related functionality).
          * visible=True: whether this visual should be rendered. Useful
            for showing/hiding a transient element. When hidden, the visual
            does not go through the rendering pipeline at all.
          
        Returns:
          * visual: a dictionary containing all the information about
            the visual, and that can be used in `set_data`.
        
        """
        self.scene_creator.add_visual(visual_class, *args, **kwargs)
def add_visual ( self , visual_class , * args , * * kwargs ) : self . scene_creator . add_visual ( visual_class , * args , * * kwargs )