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Python bgl.GL_TEXTURE_MIN_FILTER属性代码示例

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

# 需要导入模块: import bgl [as 别名]
# 或者: from bgl import GL_TEXTURE_MIN_FILTER [as 别名]
def draw(self, context, render=False):
        if self.image is None:
            return
        bgl.glPushAttrib(bgl.GL_ENABLE_BIT)
        p0 = self.pts[0]
        p1 = self.pts[1]
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glColor4f(*self.colour)
        bgl.glRectf(p0.x, p0.y, p1.x, p1.y)
        self.image.gl_load()
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.image.bindcode[0])
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
        bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
        bgl.glEnable(bgl.GL_TEXTURE_2D)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
        # bgl.glColor4f(1, 1, 1, 1)
        bgl.glBegin(bgl.GL_QUADS)
        bgl.glTexCoord2d(0, 0)
        bgl.glVertex2d(p0.x, p0.y)
        bgl.glTexCoord2d(0, 1)
        bgl.glVertex2d(p0.x, p1.y)
        bgl.glTexCoord2d(1, 1)
        bgl.glVertex2d(p1.x, p1.y)
        bgl.glTexCoord2d(1, 0)
        bgl.glVertex2d(p1.x, p0.y)
        bgl.glEnd()
        self.image.gl_free()
        bgl.glDisable(bgl.GL_TEXTURE_2D) 
开发者ID:s-leger,项目名称:archipack,代码行数:31,代码来源:archipack_gl.py


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