code: def render_mesh(
      self,
      position,
      uv,
      face=None,
      clear_color=[0, 0, 0, 0],
      modelview=np.eye(4),
  ):
      MVP = modelview.T.dot(self.proj_matrix())
      MVP = np.ascontiguousarray(MVP, np.float32)
      position = np.ascontiguousarray(position, np.float32)
      with self.fbo:
          gl.glClearColor(*clear_color)
          gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
  
          with self.shader, self._bind_attrib(
              0, position
          ), self._bind_attrib(1, uv):
              gl.glUniformMatrix4fv(
                  self.shader["MVP"], 1, gl.GL_FALSE, MVP
              )
              gl.glEnable(gl.GL_DEPTH_TEST)
              if face is not None:
                  face = np.ascontiguousarray(face, np.uint32)
                  gl.glDrawElements(
                      gl.GL_TRIANGLES,
                      face.size,
                      gl.GL_UNSIGNED_INT,
                      face,
                  )
              else:
                  vert_n = position.size // position.shape[-1]
                  gl.glDrawArrays(gl.GL_TRIANGLES, 0, vert_n)
              gl.glDisable(gl.GL_DEPTH_TEST)
  
          w, h = self.size
          frame = gl.glReadPixels(0, 0, w, h, gl.GL_RGBA, gl.GL_FLOAT)
          frame = frame.reshape(h, w, 4)  # fix PyOpenGL bug
          frame = frame[::-1]  # verical flip to match GL convention
          return frame
  
imports: from contextlib import contextmanager
  import numpy
  import OpenGL.GL
  from .meshutil import perspective
label_desc: Use image node_id 4 for calling the MeshRenderer obj's underlying member method code with example usage: obj.render_mesh(position, uv, face, clear_color, modelview) and returns: frame