本文整理汇总了Python中OpenGL.arrays.arraydatatype.ArrayDatatype.asArray方法的典型用法代码示例。如果您正苦于以下问题:Python ArrayDatatype.asArray方法的具体用法?Python ArrayDatatype.asArray怎么用?Python ArrayDatatype.asArray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类OpenGL.arrays.arraydatatype.ArrayDatatype
的用法示例。
在下文中一共展示了ArrayDatatype.asArray方法的2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: glVertexAttribPointer
# 需要导入模块: from OpenGL.arrays.arraydatatype import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.arraydatatype.ArrayDatatype import asArray [as 别名]
def glVertexAttribPointer(
baseOperation, index, size, type,
normalized, stride, pointer,
):
"""Set an attribute pointer for a given shader (index)
index -- the index of the generic vertex to bind, see
glGetAttribLocation for retrieval of the value,
note that index is a global variable, not per-shader
size -- number of basic elements per record, 1,2,3, or 4
type -- enum constant for data-type
normalized -- whether to perform int to float
normalization on integer-type values
stride -- stride in machine units (bytes) between
consecutive records, normally used to create
"interleaved" arrays
pointer -- data-pointer which provides the data-values,
normally a vertex-buffer-object or offset into the
same.
This implementation stores a copy of the data-pointer
in the contextdata structure in order to prevent null-
reference errors in the renderer.
"""
array = ArrayDatatype.asArray( pointer, type )
key = ('vertex-attrib',index)
contextdata.setValue( key, array )
return baseOperation(
index, size, type,
normalized, stride,
ArrayDatatype.voidDataPointer( array )
)
示例2: __setitem__
# 需要导入模块: from OpenGL.arrays.arraydatatype import ArrayDatatype [as 别名]
# 或者: from OpenGL.arrays.arraydatatype.ArrayDatatype import asArray [as 别名]
def __setitem__( self, slice, array):
"""Set slice of data on the array and vbo (if copied already)
slice -- the Python slice object determining how the data should
be copied into the vbo/array
array -- something array-compatible that will be used as the
source of the data, note that the data-format will have to
be the same as the internal data-array to work properly, if
not, the amount of data copied will be wrong.
This is a reasonably complex operation, it has to have all sorts
of state-aware changes to correctly map the source into the low-level
OpenGL view of the buffer (which is just bytes as far as the GL
is concerned).
"""
if slice.step and not slice.step == 1:
raise NotImplemented( """Don't know how to map stepped arrays yet""" )
# TODO: handle e.g. mapping character data into an integer data-set
data = ArrayDatatype.asArray( array )
start = (slice.start or 0)
stop = (slice.stop or len(self.data))
if start < 0:
start += len(self.data)
start = max((start,0))
if stop < 0:
stop += len(self.data)
stop = max((stop,0))
self.data[ slice ] = data
if self.copied and self.buffers:
if start-stop != len(data):
self.copied = False
elif start-stop == len(self.data):
# re-copy the whole data-set
self.copied = False
elif len(data):
# now the fun part, we need to make the array match the
# structure of the array we're going to copy into and make
# the "size" parameter match the value we're going to copy in,
# note that a 2D array (rather than a 1D array) may require
# multiple mappings to copy into the memory area...
# find the step size from the dimensions and base size...
size = ArrayDatatype.arrayByteCount( data ) / len(array)
#baseSize = ArrayDatatype.unitSize( data )
# now create the start and distance values...
start *= size
stop *= size
# wait until the last moment (bind) to copy the data...
self._copy_segments.append(
(start,(stop-start), data)
)