def getHiddenAreaMesh(self, eEye, type_):
        """
        Returns the hidden area mesh for the current HMD. The pixels covered by this mesh will never be seen by the user after the lens distortion is
        applied based on visibility to the panels. If this HMD does not have a hidden area mesh, the vertex data and count will be NULL and 0 respectively.
        This mesh is meant to be rendered into the stencil buffer (or into the depth buffer setting nearz) before rendering each eye's view. 
        This will improve performance by letting the GPU early-reject pixels the user will never see before running the pixel shader.
        NOTE: Render this mesh with backface culling disabled since the winding order of the vertices can be different per-HMD or per-eye.
        Setting the bInverse argument to true will produce the visible area mesh that is commonly used in place of full-screen quads. The visible area mesh covers all of the pixels the hidden area mesh does not cover.
        Setting the bLineLoop argument will return a line loop of vertices in HiddenAreaMesh_t->pVertexData with HiddenAreaMesh_t->unTriangleCount set to the number of vertices.
        """

        fn = self.function_table.getHiddenAreaMesh
        result = fn(eEye, type_)
        return result
def getHiddenAreaMesh ( self , eEye , type_ ) : fn = self . function_table . getHiddenAreaMesh result = fn ( eEye , type_ ) return result
Returns the hidden area mesh for the current HMD. The pixels covered by this mesh will never be seen by the user after the lens distortion is
        applied based on visibility to the panels. If this HMD does not have a hidden area mesh, the vertex data and count will be NULL and 0 respectively.
        This mesh is meant to be rendered into the stencil buffer (or into the depth buffer setting nearz) before rendering each eye's view. 
        This will improve performance by letting the GPU early-reject pixels the user will never see before running the pixel shader.
        NOTE: Render this mesh with backface culling disabled since the winding order of the vertices can be different per-HMD or per-eye.
        Setting the bInverse argument to true will produce the visible area mesh that is commonly used in place of full-screen quads. The visible area mesh covers all of the pixels the hidden area mesh does not cover.
        Setting the bLineLoop argument will return a line loop of vertices in HiddenAreaMesh_t->pVertexData with HiddenAreaMesh_t->unTriangleCount set to the number of vertices.