当前位置: 首页>>代码示例>>Python>>正文


Python bgl.GL_LINEAR属性代码示例

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


在下文中一共展示了bgl.GL_LINEAR属性的4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: _update_texture

# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_LINEAR [as 别名]
def _update_texture(self, scene):
        if self._transparent:
            gl_format = bgl.GL_RGBA
            internal_format = bgl.GL_RGBA32F
        else:
            gl_format = bgl.GL_RGB
            internal_format = bgl.GL_RGB32F

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, internal_format, self._width, self._height,
                         0, gl_format, bgl.GL_FLOAT, self.buffer)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_S, bgl.GL_CLAMP_TO_EDGE)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_WRAP_T, bgl.GL_CLAMP_TO_EDGE)

        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
        mag_filter = bgl.GL_NEAREST if scene.luxcore.viewport.mag_filter == "NEAREST" else bgl.GL_LINEAR
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, mag_filter)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL) 
开发者ID:LuxCoreRender,项目名称:BlendLuxCore,代码行数:21,代码来源:viewport.py

示例2: draw_texture

# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_LINEAR [as 别名]
def draw_texture(self, context):
        sc = context.scene

        # no textures are selected
        if sc.muv_texproj_tex_image == "None":
            return

        # setup rendering region
        rect = get_canvas(context, sc.muv_texproj_tex_magnitude)
        positions = [
            [rect.x0, rect.y0],
            [rect.x0, rect.y1],
            [rect.x1, rect.y1],
            [rect.x1, rect.y0]
            ]
        tex_coords = [[0.0, 0.0], [0.0, 1.0], [1.0, 1.0], [1.0, 0.0]]

        # get texture to be renderred
        img = bpy.data.images[sc.muv_texproj_tex_image]

        # OpenGL configuration
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        if img.bindcode:
            bind = img.bindcode
            bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
            bgl.glTexParameteri(
                bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
            bgl.glTexParameteri(
                bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
            bgl.glTexEnvi(
                bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)

        # render texture
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glColor4f(1.0, 1.0, 1.0, sc.muv_texproj_tex_transparency)
        for (v1, v2), (u, v) in zip(positions, tex_coords):
            bgl.glTexCoord2f(u, v)
            bgl.glVertex2f(v1, v2)
        bgl.glEnd() 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:42,代码来源:muv_texproj_ops.py

示例3: buffer_image

# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_LINEAR [as 别名]
def buffer_image(self):
        if not self.loaded: return
        if self.buffered: return
        if self.deleted: return
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glTexEnvf(bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
        bgl.glTexParameterf(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
        # texbuffer = bgl.Buffer(bgl.GL_BYTE, [self.width,self.height,self.depth], image_data)
        image_size = self.image_width*self.image_height*self.image_depth
        texbuffer = bgl.Buffer(bgl.GL_BYTE, [image_size], self.image_flat)
        bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_RGBA, self.image_width, self.image_height, 0, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, texbuffer)
        del texbuffer
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        self.buffered = True 
开发者ID:CGCookie,项目名称:addon_common,代码行数:17,代码来源:ui.py

示例4: execute

# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_LINEAR [as 别名]
def execute(self, context):
        """

        Args:
          context: 

        Returns:

        """
        loadModelsAndPoses()
        modelsPosesColl = bUtils.getPhobosPreferences().models_poses
        for model_pose in modelsPosesColl:
            if model_pose.name not in bpy.data.images.keys():
                if model_pose.type == 'robot_name':
                    bpy.data.images.new(model_pose.name, 0, 0)
                elif 'robot_pose':
                    if model_pose.preview != '':
                        if os.path.split(model_pose.preview)[-1] in bpy.data.images.keys():
                            bpy.data.images[os.path.split(model_pose.preview)[-1]].reload()
                        im = bpy.data.images.load(model_pose.preview)
                        model_pose.name = im.name
                        # im.name = model_pose.name
                        im.gl_load(0, bgl.GL_LINEAR, bgl.GL_LINEAR)
                    else:
                        bpy.data.images.new(model_pose.name, 0, 0)
            else:
                bpy.data.images[model_pose.name].reload()
                bpy.data.images[model_pose.name].gl_load(0, bgl.GL_LINEAR, bgl.GL_LINEAR)
        return {'FINISHED'} 
开发者ID:dfki-ric,项目名称:phobos,代码行数:31,代码来源:io.py


注:本文中的bgl.GL_LINEAR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。