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Python BGL.glClear方法代码示例

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


在下文中一共展示了BGL.glClear方法的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: __init__

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
	def __init__(self, background):

		##   Basic background colour.
		BGL.glClearColor(background[0],background[1],background[2],background[3])

		##   Clear the OpenGL script window to background colour.
		BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

		##   Create a buffer space for the values we're after.
		scissorbox=BGL.Buffer(BGL.GL_FLOAT,4)

		##   Get the openGL window size values.
		BGL.glGetFloatv(BGL.GL_SCISSOR_BOX,scissorbox)

		##   The scissorbox values are floats, so we change them to integers. This prevents protests from Python about "int expected".
		##   The left and base values are mainly used to calculate the position of the mouse x and y values.

		#  Left side of the OpenGL script window. Value is in pixels, from the left side of the main Blender window.
		self.left=int(scissorbox[0])

		#  Bottom of the OpenGL script window.Value is in pixels, up from the bottom of the main Blender window.
		self.base=int(scissorbox[1])

		#  Width of the OpenGL script window.
		self.width=int(scissorbox[2])

		#  Height of the OpenGL script window.
		self.height=int(scissorbox[3])
开发者ID:duststorm,项目名称:lodpbr,代码行数:30,代码来源:goo.py

示例2: updateStatus

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def updateStatus(status):
    global gStatus

    gStatus = status
    BGL.glClearColor(0.392,0.396,0.549,1) 
    
    BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
    size = Blender.Window.GetAreaSize()

    isize = drawHeader(size)

    BGL.glColor3f(1.0,1.0,1.0)
    yval = size[1]-isize[1] - 40
    
    Blender.BGL.glRasterPos2i(60, yval)
    Blender.Draw.Text('Status:','normal')

    if type(gStatus) == types.ListType:
        for s in gStatus:
            Blender.BGL.glRasterPos2i(105, yval)
            Blender.Draw.Text(s,'normal')
            yval = yval - 18
    else:
        Blender.BGL.glRasterPos2i(105, yval)
        Blender.Draw.Text(gStatus,'normal')
        yval = yval - 18

    Blender.Redraw()
开发者ID:bdbdonp,项目名称:tubras,代码行数:30,代码来源:iGUI.py

示例3: DrawDialog

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
  def DrawDialog(self):
    """Should be passed as the 'draw' argument to Blender.Draw.Register().
    Defines how the dialog should be drawn on every redraw."""
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
    #BGL.glEnable(BGL.GL_BLEND)
    #BGL.glBlendFunc(
    #  BGL.GL_SRC_ALPHA,
    #  BGL.GL_ONE_MINUS_SRC_ALPHA
    #)
    BGL.glRasterPos2d(self.column(1), self.line(0))
    Draw.Text('PySoy importer', 'large')

    self.importfile = Draw.String('Import from: ',
                                  self.EVENT_IMPORTFROM,
                                  self.column(1), self.line(2),
                                  self.width(30), self.height(1),
                                  self.filepathSTR, 399, 'Import an element from this file')

    self.importfilebutton = Draw.PushButton('Set import file',
                                            self.EVENT_SETIMPORT,
                                            self.column(31), self.line(2),
                                            self.width(10), self.height(1),
                                            'Set file to import from')

    if self.fileselected == True:
      self.importmenu = Draw.Menu('Import element:%t|Mesh|Material|Entity|Node',
                                  self.EVENT_IMPORTMENU,
                                  self.column(1), self.line(4),
                                  self.width(10), self.height(1),
                                  1, 'Select element from file to import')
开发者ID:RONNCC,项目名称:pysoy,代码行数:32,代码来源:soy_import.py

示例4: draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def draw():     # Define the draw function (which draws your GUI).
	global EVENT_Button
	global EVENT_Type
	global EVENT_shtoguntype
	global EVENT_String
	global EVENT_Bitmap
	global EVENT_WVTU_1
	global Object_Button
	global Object_Type
	global Object_shtoguntype
	global Object_String
	global Object_Bitmap
	global Object_WVTU_1

	BGL.glClearColor(0.244564, 0.244406, 0.244406, 0.0)
	BGL.glClear(GL_COLOR_BUFFER_BIT)

	BGL.glColor3f(1.000000, 1.000000, 1.000000)
	Object_Button = Draw.Button("Connect to Shotgun", EVENT_Button, 20, 8, 200, 20, "")
	BGL.glRasterPos2i(100, 108)
	Object_Type = Draw.Text("Type")
	Object_shtoguntype = Draw.Menu("Asset", EVENT_shtoguntype, 20, 100, 60, 20, Object_shtoguntype.val, "Type of Shotgun entry")
	Object_String = Draw.String("id : ", EVENT_String, 20, 60, 60, 20,Object_String.val, 399, "ID # for the Shotgun entry")
	BGL.glRasterPos2i(24, 210)
	BGL.glDrawPixels(0, 0, GL_RGB, GL_UNSIGNED_BYTE, Object_Bitmap)
	BGL.glRasterPos2i(24, 152)
	Object_WVTU_1 = Draw.Text("WVTU "+VERSION+"")
开发者ID:animate1978,项目名称:BlenderPyShotgun,代码行数:29,代码来源:widvertu_0_3.py

示例5: drawGUI

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def drawGUI():
    """ Create and draw the GUI. """
    HEIGHT = 382
    CONTROL_WIDTH = 400
    
    BGL.glClearColor(0.6, 0.6, 0.6, 1.0)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
    
    BGL.glColor3f(0.75, 0.75, 0.75)
    BGL.glRecti(3,45,CONTROL_WIDTH,3)
    
    stitchOffset = 22
    HEIGHT += stitchOffset * num_motions_button.val
    
    Display_Title_Bar(HEIGHT,25, CONTROL_WIDTH)
    
    Display_File_Bar(HEIGHT - 25, 71 + stitchOffset * num_motions_button.val, CONTROL_WIDTH)
    
    Display_Mesh_Bar(HEIGHT - 96 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Display_Camera_Bar(HEIGHT - 144 - stitchOffset * num_motions_button.val, 112, CONTROL_WIDTH)
    
    Display_Render_Bar(HEIGHT - 256 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Display_Output_Bar(HEIGHT - 304 - stitchOffset * num_motions_button.val, 48, CONTROL_WIDTH)
    
    Draw.PushButton('Load simulation', SimulationButton, 9, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Load simulation')
    if hasLoaded:
        Draw.PushButton('Render scene', RenderButton, (CONTROL_WIDTH / 2) + 3, 8, (CONTROL_WIDTH / 2) - 9, 18, 'Render scene')
开发者ID:AndyMidNite,项目名称:mogens,代码行数:31,代码来源:Main.py

示例6: bad_draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def bad_draw():
	global _gui_edge_length_button, _gui_edge_angle_button, _gui_edge_weld_button
	try:
		BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
		BGL.glRasterPos2d(8, 40)
		Draw.Text('Blender Assisted Design', 'large')
		_gui_edge_length_button = Draw.Number('Edge length: ', GUI_EDGE_LENGTH, 8, 8, 200, 24, _gui_edge_length, 0.0, 1000.0, bad_set_length.__doc__)
		Draw.PushButton(
			'Set', 0,
			214, 8, 40, 24,
			bad_set_length.__doc__,
			lambda *a: bad_script_call(bad_script_set_length, float(_gui_edge_length))
		)
		
		_gui_edge_angle_button = Draw.Number('Edge angle: ', GUI_EDGE_ANGLE, 270, 8, 200, 24, _gui_edge_angle, 0.0, 180.0, bad_set_angle.__doc__)
		Draw.PushButton(
			'Set', 0,
			476, 8, 40, 24,
			bad_set_angle.__doc__,
			lambda *a: bad_script_call(bad_script_set_angle, float(_gui_edge_angle))
		)
		
		Draw.PushButton(
			'Weld', 0,
			534, 8, 50, 24,
			bad_weld_edges.__doc__,
			lambda *a: bad_script_call(bad_script_weld)
		)
	except Exception, e:
		print e
		Draw.Exit()
开发者ID:Natspir,项目名称:blenderassisteddesign,代码行数:33,代码来源:script.py

示例7: import_gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def import_gui():
  global filename, fileinput, impstatus

  # Clear drawing area.
  BGL.glClearColor(0.9,0.9,0.9,1)
  BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

  # Status.
  BGL.glRasterPos2i(10,8)
  if impstatus == 0:
    BGL.glColor3f(0.0,0.0,0.0)
    Draw.Text('Importer ready.','tiny')
  elif impstatus == 1:
    BGL.glColor3f(0.0,0.75,0.0)
    Draw.Text('Importing...','tiny')
  elif impstatus == 2:
    BGL.glColor3f(0.75,0.0,0.0)
    Draw.Text('File not found!','tiny')

  # Filename input box.
  BGL.glRasterPos2i(10,20)
  w = Draw.Text('File to import:')

  Draw.Button(filename, 3, w+15, 15, 200,20)
  #fileinput = Draw.String('',3, w+15,15, 200,20, filename, 512,
  #                        'Filename to import.')

  Draw.Button('Import', 1, w+15+210,15, 40,20)
  Draw.Button('Quit', 2, w+15+210+50,15, 40,20)
开发者ID:Supermanu,项目名称:NeverBlender,代码行数:31,代码来源:nwnmdlimport.py

示例8: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def gui():
    BGL.glClearColor(1,1,1,1)
    BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

    # idle
    Draw.Label("Idle-Animation:", 10,200,180,20)
    Draw.Number("von ", 1, 10,180,90,20,idleStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 2, 110,180,90,20,idleEndFrame,0,1000, "", button_event, 1,1)

    # move
    Draw.Label("Move-Animation:", 10,150,180,20)
    Draw.Number("von ", 3, 10,130,90,20,moveStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 4, 110,130,90,20,moveEndFrame,0,1000, "", button_event, 1,1)

    # attack
    Draw.Label("Attack-Animation:", 10,90,180,20)
    Draw.Number("von ", 5, 10,70,90,20,attackStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 6, 110,70,90,20,attackEndFrame,0,1000, "", button_event, 1,1)

    # die
    Draw.Label("Die-Animation:", 10,40,180,20)
    Draw.Number("von ", 7, 10,20,90,20,dieStartFrame,0,1000, "", button_event, 1,1)
    Draw.Number("bis ", 8, 110,20,90,20,dieEndFrame,0,1000, "", button_event, 1,1)

    # RENDER-Button:
    Draw.Button("RENDER", 9, 230,30,80,20, "RENDER!", renderButtonClicked)
开发者ID:tfg13,项目名称:Centuries-of-Rage,代码行数:28,代码来源:CoR-Blender-Export.py

示例9: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def gui():
    global buttons, offsets, rows, cols

    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    xoff=PANELPAD
    yoff=int(size[3])

    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[165, 165, 165, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            text=theme.get('ui').text
            space=theme.get('buts')
            text_hi=space.text_hi
            header=space.header
            header=[max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3]]
            panel=space.panel
            back=space.back

    BGL.glEnable (BGL.GL_BLEND)
    BGL.glBlendFunc (BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor(float(back[0])/255, float(back[1])/255, float(back[2])/255, 1)
    BGL.glClear (BGL.GL_COLOR_BUFFER_BIT)

    BGL.glColor4ub(*header)
    BGL.glRectd(xoff, yoff-PANELTOP, xoff-PANELINDENT+PANELWIDTH, yoff-PANELTOP-PANELHEAD)
    BGL.glColor4ub(*panel)
    BGL.glRectd(xoff, yoff-PANELTOP-PANELHEAD, xoff-PANELINDENT+PANELWIDTH, yoff-60-PANELINDENT-rows*CONTROLSIZE)
    BGL.glColor4ub(*text_hi)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-23)
    Draw.Text("Fixup UV mapping")

    BGL.glColor4ub(*text)
    BGL.glRasterPos2d(xoff+PANELINDENT, yoff-48)
    Draw.Text("Select where the old image is located in the new:")

    buttons=[]
    for i in range(rows):
        for j in range(cols):
            buttons.append(Draw.Button('', len(buttons)+CANCEL+1, xoff+PANELINDENT+j*CONTROLSIZE, yoff-80-i*CONTROLSIZE,  CONTROLSIZE, CONTROLSIZE))

    buttons.append(Draw.Button("Cancel", CANCEL, xoff-PANELINDENT*2+PANELWIDTH-4*CONTROLSIZE, yoff-60-rows*CONTROLSIZE, 4*CONTROLSIZE, CONTROLSIZE))
开发者ID:RodneyJB,项目名称:XPlane2Blender,代码行数:57,代码来源:uvResize.py

示例10: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def gui():
    global copynorm, copystrp
    
    size=BGL.Buffer(BGL.GL_FLOAT, 4)
    BGL.glGetFloatv(BGL.GL_SCISSOR_BOX, size)
    size=size.list
    x=int(size[2])
    y=int(size[3])

    # Default theme
    text   =[  0,   0,   0, 255]
    text_hi=[255, 255, 255, 255]
    header =[195, 195, 195, 255]
    panel  =[255, 255, 255,  40]
    back   =[180, 180, 180, 255]

    # Actual theme
    if Blender.Get('version') >= 235:
        theme=Blender.Window.Theme.Get()
        if theme:
            theme=theme[0]
            space=theme.get('buts')
            text=theme.get('ui').text
            text_hi=space.text_hi
            header=space.header
            panel=space.panel
            back=space.back

    BGL.glEnable (BGL.GL_BLEND)
    BGL.glBlendFunc (BGL.GL_SRC_ALPHA, BGL.GL_ONE_MINUS_SRC_ALPHA)
    BGL.glClearColor (float(back[0])/255, float(back[1])/255,
                      float(back[2])/255, 1)
    BGL.glClear (BGL.GL_COLOR_BUFFER_BIT)
    BGL.glColor4ub (max(header[0]-30, 0),	# 30 appears to be hard coded
                    max(header[1]-30, 0),
                    max(header[2]-30, 0),
                    header[3])
    BGL.glRectd(7, y-8, 295, y-28)
    BGL.glColor4ub (panel[0], panel[1], panel[2], panel[3])
    BGL.glRectd(7, y-28, 295, y-130)
    BGL.glColor4ub (text_hi[0], text_hi[1], text_hi[2], text_hi[3])
    BGL.glRasterPos2d(16, y-23)
    Draw.Text("UV Copy & Paste")
    BGL.glColor4ub (text[0], text[1], text[2], text[3])
    BGL.glRasterPos2d(16, y-48)
    Draw.Text("Select the faces to paint and then press Paste")
    BGL.glRasterPos2d(16, y-75)
    Draw.Text("Copy type:", "small")
    copynorm = Draw.Toggle("Normal", 3, 73, y-79, 51, 17, copynorm.val,
                           "Copy texture to selected faces in the same or a different mesh")
    copystrp = Draw.Toggle("Strip", 4, 124, y-79, 51, 17, copystrp.val,
                           "Reverse copied texture as necessary to make a strip in the same mesh")
    Draw.Button("Paste", 2, 14, y-120, 100, 26)
    Draw.Button("Cancel", 1, 187, y-120, 100, 26)
开发者ID:RodneyJB,项目名称:XPlane2Blender,代码行数:56,代码来源:uvCopyPaste.py

示例11: gui

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def gui():              # the function to draw the screen
  global mystring, mymsg, toggle
  if len(mystring) > 90: mystring = ""
  BGL.glClearColor(0,0,1,1)
  BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)
  BGL.glColor3f(1,1,1)
  Draw.Toggle("Toggle", 1, 10, 10, 55, 20, toggle,"A toggle button")
  BGL.glRasterPos2i(72, 16)
  if toggle: toggle_state = "down"
  else: toggle_state = "up"
  Draw.Text("The toggle button is %s." % toggle_state, "small")
  BGL.glRasterPos2i(10, 230)
  Draw.Text("Type letters from a to z, ESC to leave.")
  BGL.glRasterPos2i(20, 200)
  Draw.Text(mystring)
  BGL.glColor3f(1,0.4,0.3)
  BGL.glRasterPos2i(340, 70)
  Draw.Text(mymsg, "tiny")
开发者ID:BackupTheBerlios,项目名称:projet-univers-svn,代码行数:20,代码来源:essai_gui.py

示例12: _draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
    def _draw(self):
        BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

        height = 32
        y_pos = 10

        quit_text = "Quit"
        Draw.Button(quit_text, self.EVENT_EXIT, 10, y_pos, 2 * Draw.GetStringWidth(quit_text), height, "Quit script")
        y_pos += int(height * 1.5)

        render_text = "Render"
        Draw.Button(render_text, self.EVENT_RENDER, 10, y_pos, 2 * Draw.GetStringWidth(render_text), height, "Render scene to output")
        y_pos += int(height * 1.5)

        file_chooser_text = "..."
        Draw.Button(file_chooser_text, self.EVENT_FILECHOOSER, 10, y_pos, 2 * Draw.GetStringWidth(file_chooser_text), height, "Select file from file system")

        Draw.String("Output: ", self.EVENT_NONE, 2*Draw.GetStringWidth(file_chooser_text) + 10, y_pos, 256, height, self._get_output(), 399,
                    "Name of output file", self._output_input_callback)
开发者ID:pyrochlore,项目名称:Blender-RIB-Export,代码行数:21,代码来源:blender-rib-export.py

示例13: displayWarnings

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def displayWarnings():
    BGL.glClearColor(0.392,0.396,0.549,1) 
    
    BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
    size = Blender.Window.GetAreaSize()

    isize = drawHeader(size)

    BGL.glColor3f(1.0,1.0,0.0)
    yval = size[1]-isize[1] - 40
    
    Blender.BGL.glRasterPos2i(50, yval)
    Blender.Draw.Text('Warnings:','normal')

    BGL.glColor3f(1.0,1.0,1.0)
    for s in gWarnings:
        Blender.BGL.glRasterPos2i(115, yval)
        Blender.Draw.Text(s,'normal')
        yval = yval - 18

    Blender.Draw.PushButton('Back', ID_BACK, 105, 10, 100, 20, 'Back To Exporter')
开发者ID:bdbdonp,项目名称:tubras,代码行数:23,代码来源:iGUI.py

示例14: OnDraw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def OnDraw():
    global Ticks, Tickctrl
    BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
    
    BGL.glColor3f(0.2, 0.3, 0.3)
    DrawBox(LEFT-10, TOP - 10, 300, 380)
    
    BGL.glColor3f(0.1, 0.1, 0.1)
    
    BGL.glRasterPos2i(LEFT, TOP)
    Draw.Text("DirectX Exporter", "large")
    
    BGL.glRasterPos2i(LEFT, TOP - 40)
    Draw.Text("Export", "large")
    Draw.Toggle("All", 0, LEFT, TOP - 80, 80, 20, ExportType == 0, "Export all static objects in the current scene.")
    Draw.Toggle("Selected", 1, LEFT + 100, TOP - 80, 80, 20, ExportType == 1, "Export all selected objects.")
    Draw.Toggle("Animated", 2, LEFT + 200, TOP - 80, 80, 20, ExportType == 2, "Export one mesh with one armature. Make sure that only the mesh and it's armature are selected.")
     
    BGL.glRasterPos2i(LEFT, EDATA)
    Draw.Text("Exported data", "large")
    Draw.Toggle("Normals", 3, LEFT, EDATA - 40, 80, 20, Normals, "Export vertex normals.")
    Draw.Toggle("Colors", 4, LEFT + 200, EDATA - 40, 80, 20, Colors, "Export vertex diffuse colors.")
    Draw.Toggle("Texcoords", 6, LEFT, EDATA - 70, 80, 20, TexCoords, "Export vertex texture coordinates.")   
    Draw.Toggle("Materials", 7, LEFT + 100, EDATA - 40, 80, 20, Materials, "Export materials.") 
     
    BGL.glRasterPos2i(LEFT, MISC)
    Draw.Text("Misc options", "large")
    Draw.Toggle("Swap y and z", 8, LEFT, MISC - 40, 80, 20, SwapYZ, "Right-handed to left-handed system.")
    Draw.Toggle("Apply world", 9, LEFT + 100, MISC - 40, 80, 20, UseWTrans, "Apply world transformation to exported vertices.")
    Tickctrl = Draw.Number("Speed", 10, LEFT + 200, MISC - 40, 80, 20, Ticks, 1, 100, "Animation ticks per second.")
    #Draw.Toggle("Compressed", 11, LEFT, MISC - 70, 80, 20, Compressed, "Compress the file.")
    
    Draw.Button("Export...", 100, LEFT + 40, DOIT, 80, 40, "Export data.")
    Draw.Button("Exit", 101, LEFT + 140, DOIT, 80, 40, "Exit the script.")
     
    BGL.glColor3f(0.3, 0.3, 0.3)
    BGL.glRasterPos2i(LEFT, 35)
    Draw.Text("(C) 2006 Heikki Salo", "small")
    BGL.glRasterPos2i(LEFT, 20)
    Draw.Text("http://directpython.sourceforge.net/exportx.html", "small")
开发者ID:cmcsun,项目名称:csc427project2,代码行数:42,代码来源:x_export.py

示例15: gui_draw

# 需要导入模块: from Blender import BGL [as 别名]
# 或者: from Blender.BGL import glClear [as 别名]
def gui_draw():
	from Blender import BGL, Draw
	(width, height) = Blender.Window.GetAreaSize()

	BGL.glClearColor(0.4, 0.4, 0.45, 1)
	BGL.glClear(BGL.GL_COLOR_BUFFER_BIT)

	BGL.glColor3f(1, 1, 1)
	BGL.glRasterPos2f(5, 55)
	Draw.Text("FlightGear YASim Import:   '%s'" % Global.path)

	Draw.PushButton("Reload", RELOAD_BUTTON, 5, 5, 80, 32, "reload YASim config file")
	Global.mirror_button = Draw.Toggle("Mirror", MIRROR_BUTTON, 100, 5, 50, 16, Global.mirror_button.val, \
			"show symmetric surfaces on both sides (reloads config)")
	Draw.PushButton("Update Cursor", CURSOR_BUTTON, width - 650, 5, 100, 32, "update cursor display (in YASim coordinate system)")

	BGL.glRasterPos2f(width - 530 + Blender.Draw.GetStringWidth("Vector from last") - Blender.Draw.GetStringWidth("Current"), 24)
	Draw.Text("Current cursor pos:    x = %+.3f    y = %+.3f    z = %+.3f" % tuple(Global.cursor))

	c = Global.cursor - Global.last_cursor
	BGL.glRasterPos2f(width - 530, 7)
	Draw.Text("Vector from last cursor pos:    x = %+.3f    y = %+.3f    z = %+.3f    length = %.3f m" % (c[0], c[1], c[2], c.length))
开发者ID:Ezio47,项目名称:flightgear,代码行数:24,代码来源:yasim_import.py


注:本文中的Blender.BGL.glClear方法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。