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Python GL.GL_RGBA属性代码示例

本文整理汇总了Python中OpenGL.GL.GL_RGBA属性的典型用法代码示例。如果您正苦于以下问题:Python GL.GL_RGBA属性的具体用法?Python GL.GL_RGBA怎么用?Python GL.GL_RGBA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_RGBA属性的15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: read_fbo_color_rgba32f

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def read_fbo_color_rgba32f(fbo):
        """
        Read the color attachment from a FBO, assuming it is GL_RGBA_32F.
        # Ref: https://github.com/julienr/vertex_visibility/blob/master/depth.py
        """
        h, w = fbo.color_buffer.shape[:2]
        x, y = 0, 0
        im = gl.glReadPixels(x, y, w, h, gl.GL_RGBA, gl.GL_FLOAT)
        im = np.frombuffer(im, np.float32)
        im.shape = h, w, 4
        im = im[::-1, :]

        return im

#-------------------------------------------------------------------------------
# Ref: https://github.com/vispy/vispy/blob/master/examples/demo/gloo/offscreen.py 
开发者ID:meiqua,项目名称:patch_linemod,代码行数:18,代码来源:renderer.py

示例2: refresh_font_texture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def refresh_font_texture(self):
        # save texture state
        last_texture = gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D)

        width, height, pixels = self.io.fonts.get_tex_data_as_rgba32()

        if self._font_texture is not None:
            gl.glDeleteTextures([self._font_texture])

        self._font_texture = gl.glGenTextures(1)

        gl.glBindTexture(gl.GL_TEXTURE_2D, self._font_texture)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, width, height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, pixels)

        self.io.fonts.texture_id = self._font_texture
        gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
        self.io.fonts.clear_tex_data() 
开发者ID:swistakm,项目名称:pyimgui,代码行数:21,代码来源:opengl.py

示例3: _try_load_texture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def _try_load_texture(self):
        # Surface texture
        try:
            texture_map = openvr.VRRenderModels().loadTexture_Async(self.model.diffuseTextureId)
        except openvr.error_code.RenderModelError_Loading:
            return
        self.texture_map = texture_map
        self.diffuse_texture = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.diffuse_texture)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, self.texture_map.unWidth, self.texture_map.unHeight,
                        0, GL.GL_RGBA,
                        GL.GL_UNSIGNED_BYTE, self.texture_map.rubTextureMapData)
        GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
        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_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
        fLargest = GL.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
        self.texture_is_loaded = True 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:23,代码来源:tracked_devices_actor.py

示例4: set_up_texture_maps

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def set_up_texture_maps(self):
        ts = pkg_resources.resource_stream('samples', 'cube_texture.png')
        image = Image.open(ts).convert('RGBA')
        width, height = image.size
        image_data = numpy.array(list(image.getdata()), numpy.uint8)
        self.i_texture = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.i_texture)
        GL.glTexImage2D(
            GL.GL_TEXTURE_2D,
            0,
            GL.GL_RGBA,
            width, height,
            0,
            GL.GL_RGBA,
            GL.GL_UNSIGNED_BYTE,
            image_data,
        )
        GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
        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_MAG_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
        f_largest = GL.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)
        GL.glTexParameterf(GL.GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f_largest)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0) 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:27,代码来源:hellovr_glfw.py

示例5: _load

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def _load(self, surface):
        self.free()

        self.width = surface.get_width()
        self.height = surface.get_height()
        self.textureId = 0

        textureId = (gl.GLuint * 1)()

        surface.lock()

        BYTEP = ctypes.POINTER(ctypes.c_ubyte)
        ptr = ctypes.cast(surface._pixels_address, BYTEP)

        gl.glGenTextures(1, textureId)
        gl.glEnable(gl.GL_TEXTURE_2D)
        gl.glActiveTexture(gl.GL_TEXTURE0)

        gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, surface.get_pitch() // surface.get_bytesize())
        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_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, self.width, self.height, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, ptr)
        gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
        gl.glPixelStorei(gl.GL_UNPACK_ROW_LENGTH, 0)

        surface.unlock()

        self.textureId = textureId[0] 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:33,代码来源:texture.py

示例6: copyRenderBufferToSurface

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def copyRenderBufferToSurface(self, surface):
        surface.lock()

        gl.glPixelStorei(gl.GL_PACK_ROW_LENGTH, surface.get_pitch() // surface.get_bytesize())

        gl.glBindTexture(gl.GL_TEXTURE_2D, self.frameBuffer.texture)
        gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, surface._pixels_address)

        gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
        gl.glPixelStorei(gl.GL_PACK_ROW_LENGTH, 0)

        surface.unlock() 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:14,代码来源:controller.py

示例7: draw_depth

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def draw_depth(self):
        program = gloo.Program(_depth_vertex_code, _depth_fragment_code)
        program.bind(self.vertex_buffer)
        program['u_mv'] = _compute_model_view(self.mat_model, self.mat_view)
        program['u_mvp'] = _compute_model_view_proj(self.mat_model, self.mat_view, self.mat_proj)

        # Texture where we render the scene
        render_tex = gloo.Texture2D(shape=self.shape + (4,), format=gl.GL_RGBA,
                                    internalformat=gl.GL_RGBA32F)

        # Frame buffer object
        fbo = gloo.FrameBuffer(render_tex, gloo.RenderBuffer(self.shape, format='depth'))
        with fbo:
            gloo.set_state(depth_test=True)
            gloo.set_state(cull_face=True)
            gloo.set_cull_face('back')  # Back-facing polygons will be culled
            gloo.set_clear_color((0.0, 0.0, 0.0, 0.0))
            gloo.clear(color=True, depth=True)
            gloo.set_viewport(0, 0, *self.size)
            program.draw('triangles', self.index_buffer)

            # Retrieve the contents of the FBO texture
            self.depth = self.read_fbo_color_rgba32f(fbo)
            self.depth = self.depth[:, :, 0] # Depth is saved in the first channel

        fbo.delete()
        render_tex.delete()
        program.delete() 
开发者ID:meiqua,项目名称:patch_linemod,代码行数:30,代码来源:renderer.py

示例8: makeFloorTex

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [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9: loadTextureFunc

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def loadTextureFunc(w, h, ndata):
    GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, w, h, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ndata)
    return w, h 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:5,代码来源:mceutils.py

示例10: gl_draw_all

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except Exception:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:36,代码来源:widget.py

示例11: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [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12: __init__

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def __init__(self, width, height):
        self.render_framebuffer_id = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.render_framebuffer_id)
        # 
        self.depth_buffer_id = GL.glGenRenderbuffers(1)
        GL.glBindRenderbuffer(GL.GL_RENDERBUFFER, self.depth_buffer_id)
        GL.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, 4, GL.GL_DEPTH_COMPONENT, width, height)
        GL.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER,
                                     self.depth_buffer_id)
        #
        self.render_texture_id = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D_MULTISAMPLE, self.render_texture_id)
        GL.glTexImage2DMultisample(GL.GL_TEXTURE_2D_MULTISAMPLE, 4, GL.GL_RGBA8, width, height, True)
        GL.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D_MULTISAMPLE,
                                  self.render_texture_id, 0)
        #
        self.resolve_framebuffer_id = GL.glGenFramebuffers(1)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.resolve_framebuffer_id)
        #
        self.resolve_texture_id = GL.glGenTextures(1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.resolve_texture_id)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR)
        GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAX_LEVEL, 0)
        GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None)
        GL.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, self.resolve_texture_id,
                                  0)
        status = GL.glCheckFramebufferStatus(GL.GL_FRAMEBUFFER)
        assert status == GL.GL_FRAMEBUFFER_COMPLETE 
开发者ID:cmbruns,项目名称:pyopenvr,代码行数:30,代码来源:hellovr_glfw.py

示例13: gl_draw_all

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def gl_draw_all(self, root, offset):
        if not self.visible:
            return
        #from OpenGL import GL, GLU

        rect = self.rect.move(offset)
        if self.is_gl_container:
            self.gl_draw_self(root, offset)
            suboffset = rect.topleft
            for subwidget in self.subwidgets:
                subwidget.gl_draw_all(root, suboffset)
        else:
            try:
                surface = Surface(self.size, SRCALPHA)
            except:
                #size error?
                return
            self.draw_all(surface)
            data = image.tostring(surface, 'RGBA', 1)
            w, h = root.size
            GL.glViewport(0, 0, w, h)
            GL.glMatrixMode(GL.GL_PROJECTION)
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, w, 0, h)
            GL.glMatrixMode(GL.GL_MODELVIEW)
            GL.glLoadIdentity()
            GL.glRasterPos2i(max(rect.left, 0), max(h - rect.bottom, 0))
            GL.glPushAttrib(GL.GL_COLOR_BUFFER_BIT)
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(self.width, self.height,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, fromstring(data, dtype='uint8'))
            GL.glPopAttrib()
            GL.glFlush() 
开发者ID:Podshot,项目名称:MCEdit-Unified,代码行数:36,代码来源:widget.py

示例14: get_points_in_selection_box

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def get_points_in_selection_box(self, **kwargs):
        '''Returns pixel IDs of all points in the current selection box.
        KEYWORD ARGS:
            `indices` (ndarray of ints):
                An alternate set of N-D image pixels to display.

        Pixels are identified by performing a background rendering loop wherein
        each pixel is rendered with a unique color. Then, glReadPixels is used
        to read colors of pixels in the current selection box.
        '''
        import OpenGL.GL as gl
        indices = kwargs.get('indices', None)
        point_size_temp = self.point_size
        self.point_size = kwargs.get('point_size', 1)

        xsize = self._selection_box[2] - self._selection_box[0] + 1
        ysize = self._selection_box[3] - self._selection_box[1] + 1
        ids = np.zeros(xsize * ysize, int)

        self.create_display_lists(0, indices=indices)
        self.render_rgb_indexed_colors()
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        pixels = gl.glReadPixelsub(self._selection_box[0],
                                   self._selection_box[1],
                                   xsize, ysize, gl.GL_RGBA)
        pixels = np.frombuffer(pixels, dtype=np.uint8).reshape((ysize, xsize, 4))
        for i in range(4):
            component = pixels[:, :, i].reshape((xsize * ysize,)) \
                & self._rgba_masks[i]
            shift = (sum(self._rgba_bits[0:i]) - self._low_bits[i])
            if shift > 0:
                ids += component.astype(int) << shift
            else:
                ids += component.astype(int) >> (-shift)

        points = ids[ids > 0]

        self.point_size = point_size_temp
        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glLoadIdentity()
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        self._refresh_display_lists = True

        return points 
开发者ID:spectralpython,项目名称:spectral,代码行数:46,代码来源:ndwindow.py

示例15: genSixteenBlockTexture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_RGBA [as 别名]
def genSixteenBlockTexture():
        has12 = GL.glGetString(GL.GL_VERSION) >= "1.2"
        if has12:
            maxLevel = 2
            mode = GL.GL_LINEAR_MIPMAP_NEAREST
        else:
            maxLevel = 1
            mode = GL.GL_LINEAR

        def makeSixteenBlockTex():
            darkColor = (0x30, 0x30, 0x30, 0xff)
            lightColor = (0x80, 0x80, 0x80, 0xff)
            w, h, = 256, 256

            teximage = numpy.zeros((w, h, 4), dtype='uint8')
            teximage[:] = 0xff
            teximage[:, ::16] = lightColor
            teximage[::16, :] = lightColor
            teximage[:2] = darkColor
            teximage[-1:] = darkColor
            teximage[:, -1:] = darkColor
            teximage[:, :2] = darkColor
            # GL.glTexParameter(GL.GL_TEXTURE_2D,
            #                  GL.GL_TEXTURE_MIN_FILTER,
            #                  GL.GL_NEAREST_MIPMAP_NEAREST),
            GL.glTexParameter(GL.GL_TEXTURE_2D,
                              GL.GL_TEXTURE_MAX_LEVEL,
                              maxLevel - 1)

            for lev in range(maxLevel):
                step = 1 << lev
                if lev:
                    teximage[::16] = 0xff
                    teximage[:, ::16] = 0xff
                    teximage[:2] = darkColor
                    teximage[-1:] = darkColor
                    teximage[:, -1:] = darkColor
                    teximage[:, :2] = darkColor

                GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8,
                                w / step, h / step, 0,
                                GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
                                teximage[::step, ::step].ravel())

        return Texture(makeSixteenBlockTex, mode) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:47,代码来源:leveleditor.py


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