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Python GL.GL_UNSIGNED_BYTE属性代码示例

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

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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2: drawFaceVertices

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def drawFaceVertices(self, buf):
        if 0 == len(buf):
            return
        stride = elementByteLength

        GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel()))
        GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:]))
        GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:]))

        GL.glDepthMask(False)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)

        GL.glLineWidth(2.0)
        GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

        GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire)
        with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST):
            GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)
        GL.glDepthMask(True) 
开发者ID:mcgreentn,项目名称:GDMC,代码行数:24,代码来源:renderer.py

示例3: create_font_array

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def create_font_array(self):
        # Load the first image to get font size
        img          = QImage(os.path.join(settings.gfx_path, 'font/32.png'))
        imgsize      = (img.width(), img.height())
        self.char_ar = float(imgsize[1]) / imgsize[0]

        # Set-up the texture array
        self.tex_id = gl.glGenTextures(1)
        gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.tex_id)
        gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], 127 - 30, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
        gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
        gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
        # We're using the ASCII range 32-126; space, uppercase, lower case, numbers, brackets, punctuation marks
        for i in range(30, 127):
            img = QImage(os.path.join(settings.gfx_path, 'font/%d.png' % i)).convertToFormat(QImage.Format_ARGB32)
            ptr = c_void_p(int(img.constBits()))
            gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i - 30, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr) 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:21,代码来源:glhelpers.py

示例4: prepare_text_string

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def prepare_text_string(self, text_string, char_size=16.0, text_color=(0.0, 1.0, 0.0), vertex_offset=(0.0, 0.0)):
        ret = RenderObject(gl.GL_TRIANGLES, vertex_count=6 * len(text_string))

        vertices, texcoords = [], []
        w, h = char_size, char_size * self.char_ar
        x, y = vertex_offset
        for i, c in enumerate(text_string):
            v, t = self.char(x + i * w, y, w, h, ord(c))
            vertices  += v
            texcoords += t

        ret.bind_attrib(self.attrib_vertex, 2, np.array(vertices, dtype=np.float32))
        ret.bind_attrib(self.attrib_texcoords, 3, np.array(texcoords, dtype=np.float32))
        ret.bind_attrib(self.attrib_color, 3, np.array(text_color, dtype=np.uint8), datatype=gl.GL_UNSIGNED_BYTE, normalize=True, instance_divisor=1)

        ret.char_size  = char_size
        ret.block_size = (len(text_string), 1)
        return ret 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:20,代码来源:glhelpers.py

示例5: prepare_text_instanced

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def prepare_text_instanced(self, text_array, textblock_size, origin_lat=None, origin_lon=None, text_color=None, char_size=16.0, vertex_offset=(0.0, 0.0)):
        ret       = RenderObject(gl.GL_TRIANGLES, vertex_count=6)
        w, h      = char_size, char_size * self.char_ar
        x, y      = vertex_offset
        v, t      = self.char(x, y, w, h)
        vertices  = v
        texcoords = t
        ret.bind_attrib(self.attrib_vertex, 2, np.array(vertices, dtype=np.float32))
        ret.bind_attrib(self.attrib_texcoords, 3, np.array(texcoords, dtype=np.float32))

        ret.bind_attrib(self.attrib_texdepth, 1, text_array, instance_divisor=1, datatype=gl.GL_UNSIGNED_BYTE)
        divisor = textblock_size[0] * textblock_size[1]
        if origin_lat is not None:
            ret.bind_attrib(self.attrib_lat, 1, origin_lat, instance_divisor=divisor)
        if origin_lon is not None:
            ret.bind_attrib(self.attrib_lon, 1, origin_lon, instance_divisor=divisor)

        if text_color is not None:
            ret.bind_attrib(self.attrib_color, 4, text_color, datatype=gl.GL_UNSIGNED_BYTE, normalize=True, instance_divisor=divisor)

        ret.block_size = textblock_size
        ret.char_size = char_size

        return ret 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:26,代码来源:glhelpers.py

示例6: create_font_array

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def create_font_array(self, path):
        # Load the first image to get font size
        img          = QImage(path + '32.png')
        imgsize      = (img.width(), img.height())
        self.char_ar = float(imgsize[1]) / imgsize[0]

        # Set-up the texture array
        self.tex_id = gl.glGenTextures(1)
        gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.tex_id)
        gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], 127 - 32, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
        gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
        gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)
        # We're using the ASCII range 32-126; space, uppercase, lower case, numbers, brackets, punctuation marks
        for i in range(32, 127):
            img = QImage(path + '%d.png' % i).convertToFormat(QImage.Format_ARGB32)
            ptr = c_void_p(int(img.constBits()))
            gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i - 32, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr) 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:21,代码来源:glhelpers.py

示例7: load_lcd_font

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def load_lcd_font():
    files = sorted(glob('mcp_font/*.png'))
    img          = QImage(files[0])
    imgsize      = (img.width(), img.height())
    # Set-up the texture array
    tex_id = gl.glGenTextures(1)
    gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, tex_id)
    gl.glTexImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_RGBA8, imgsize[0], imgsize[1], len(files), 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None)
    gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
    gl.glTexParameteri(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
    gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER)
    gl.glTexParameterf(gl.GL_TEXTURE_2D_ARRAY, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER)

    for i, fname in enumerate(files):
        img = QImage(fname).convertToFormat(QImage.Format_ARGB32)
        ptr = c_void_p(int(img.constBits()))
        gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, imgsize[0], imgsize[1], 1, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, ptr)

    return tex_id 
开发者ID:TUDelft-CNS-ATM,项目名称:bluesky,代码行数:21,代码来源:blipdriver.py

示例8: render

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def render(self, pixmap, viewport_shape):
    """Renders the pixmap on a fullscreen quad.

    Args:
      pixmap: A 3D numpy array of bytes (np.uint8), with dimensions
        (width, height, 3).
      viewport_shape: A tuple of two elements, (width, height).
    """
    GL.glClear(GL.GL_COLOR_BUFFER_BIT)
    GL.glViewport(0, 0, *viewport_shape)
    GL.glUseProgram(self._shader)
    GL.glActiveTexture(GL.GL_TEXTURE0)
    GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture)
    GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
    GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, pixmap.shape[1],
                    pixmap.shape[0], 0, GL.GL_RGB, GL.GL_UNSIGNED_BYTE,
                    pixmap)
    GL.glUniform1i(self._var_texture_sampler, 0)
    GL.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4) 
开发者ID:deepmind,项目名称:dm_control,代码行数:21,代码来源:fullscreen_quad.py

示例9: _try_load_texture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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10: set_up_texture_maps

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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11: drawFaceVertices

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [as 别名]
def drawFaceVertices(self, buf):
        if not len(buf):
            return
        stride = elementByteLength

        GL.glVertexPointer(3, GL.GL_FLOAT, stride, (buf.ravel()))
        GL.glTexCoordPointer(2, GL.GL_FLOAT, stride, (buf.ravel()[3:]))
        GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, stride, (buf.view(dtype=numpy.uint8).ravel()[20:]))

        GL.glDepthMask(False)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)

        GL.glLineWidth(2.0)
        GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)

        GL.glPolygonOffset(DepthOffset.TerrainWire, DepthOffset.TerrainWire)
        with gl.glEnable(GL.GL_POLYGON_OFFSET_FILL, GL.GL_DEPTH_TEST):
            GL.glDrawArrays(GL.GL_QUADS, 0, len(buf) * 4)
        GL.glDepthMask(True) 
开发者ID:Podshot,项目名称:MCEdit-Unified,代码行数:24,代码来源:renderer.py

示例12: _load

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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13: createEmptyTexture

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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14: copyRenderBufferToSurface

# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import GL_UNSIGNED_BYTE [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15: makeFloorTex

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


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