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Python GL.GL_NEAREST属性代码示例

本文整理汇总了Python中OpenGL.GL.GL_NEAREST属性的典型用法代码示例。如果您正苦于以下问题:Python GL.GL_NEAREST属性的具体用法?Python GL.GL_NEAREST怎么用?Python GL.GL_NEAREST使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在OpenGL.GL的用法示例。


在下文中一共展示了GL.GL_NEAREST属性的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: createEmptyTexture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def createEmptyTexture(self, width, height):
        textureId = (gl.GLuint * 1)()
        gl.glGenTextures(1, textureId)
        gl.glBindTexture(gl.GL_TEXTURE_2D, textureId[0])
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
        #None means reserve texture memory, but texels are undefined
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
        return textureId[0] 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:14,代码来源:framebuffer.py

示例2: makeFloorTex

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def makeFloorTex():
        color0 = (0xff, 0xff, 0xff, 0x22)
        color1 = (0xff, 0xff, 0xff, 0x44)

        img = numpy.array([color0, color1, color1, color0], dtype='uint8')

        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)

        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, 2, 2, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, img) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:12,代码来源:renderer.py

示例3: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def __init__(self, width, height, internalFormat=gl.GL_RGBA, format=gl.GL_RGBA):
    self.id_ = gl.glGenTextures(1)
    self.internalFormat_ = internalFormat  # gl.GL_RGB_FLOAT, gl.GL_RGB_UNSIGNED, ...
    self.format = format  # GL_RG. GL_RG_INTEGER, ...

    self.width_ = width
    self.height_ = height

    gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.id_)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
    gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
    gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, 0) 
开发者ID:PRBonn,项目名称:semantic-kitti-api,代码行数:16,代码来源:glow.py

示例4: _init_texture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def _init_texture(self):
    """Initializes the texture storage."""
    self._texture = GL.glGenTextures(1)
    GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture)
    GL.glTexParameteri(
        GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
    GL.glTexParameteri(
        GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) 
开发者ID:deepmind,项目名称:dm_control,代码行数:10,代码来源:fullscreen_quad.py

示例5: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def __init__(self, width, height, drawFunc):
        tex = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
        GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        self.enabled = False
        self._texID = tex
        if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR):
            buf = FBO.glGenFramebuffers(1)
            depthbuffer = FBO.glGenRenderbuffers(1)

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height)

            FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer)
            FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0)

            status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER)
            if status != FBO.GL_FRAMEBUFFER_COMPLETE:
                print "glCheckFramebufferStatus", status
                self.enabled = False
                return

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf)

            with gl.glPushAttrib(GL.GL_VIEWPORT_BIT):
                GL.glViewport(0, 0, width, height)
                drawFunc()

            FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0)
            FBO.glDeleteFramebuffers(1, [buf])
            FBO.glDeleteRenderbuffers(1, [depthbuffer])
            self.enabled = True
        else:
            GL.glReadBuffer(GL.GL_BACK)

            GL.glPushAttrib(
                GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT)
            GL.glDisable(GL.GL_STENCIL_TEST)

            GL.glViewport(0, 0, width, height)
            GL.glScissor(0, 0, width, height)
            with gl.glEnable(GL.GL_SCISSOR_TEST):
                drawFunc()

            GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
            GL.glReadBuffer(GL.GL_BACK)
            GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height)

            GL.glPopAttrib() 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:55,代码来源:glutils.py

示例6: fillTexture2d

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_NEAREST [as 别名]
def fillTexture2d(data,tex = None, interp=True):
    """ data.shape == (Ny,Nx)
          file texture with GL_RED
        data.shape == (Ny,Nx,3)
          file texture with GL_RGB

        if tex == None, returns a new created texture
    """

    if tex is None:
        tex = GL.glGenTextures(1)

    GL.glBindTexture(GL.GL_TEXTURE_2D, tex)
    GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT,1)
    GL.glTexParameterf (GL.GL_TEXTURE_2D,
                     GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
    GL.glTexParameterf (GL.GL_TEXTURE_2D,
                     GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR if interp else GL.GL_NEAREST)

    GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
    GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
    # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP)
    # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP)

    if data.ndim == 2:
        Ny,Nx = data.shape
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
                     0, GL.GL_RED, GL.GL_FLOAT, data.astype(np.float32))

    elif data.ndim == 3 and data.shape[2]==3:
        Ny,Nx = data.shape[:2]
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny,
                         0, GL.GL_RGB, GL.GL_FLOAT, data.astype(np.float32))

    elif data.ndim == 3 and data.shape[2]==4:
        Ny,Nx = data.shape[:2]
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, Nx, Ny,
                         0, GL.GL_RGBA, GL.GL_FLOAT, data.astype(np.float32))

    else:
        raise Exception("data format not supported! \ndata.shape should be either (Ny,Nx) or (Ny,Nx,3)")
    return tex 
开发者ID:maweigert,项目名称:spimagine,代码行数:44,代码来源:gui_utils.py


注:本文中的OpenGL.GL.GL_NEAREST属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。