本文整理汇总了Python中opengltk.OpenGL.GL.glClear方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glClear方法的具体用法?Python GL.glClear怎么用?Python GL.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类opengltk.OpenGL.GL
的用法示例。
在下文中一共展示了GL.glClear方法的9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: display
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def display(self):
GL.glClearColor( 0.0, 0.0, 0.0, 0.0)
GL.glClear( GL.GL_COLOR_BUFFER_BIT)
GL.glColor3f( 1.0,1.0,0.0)
self.x = self.x + self.move_x
self.y = self.y + self.move_y
self.age = self.age + 1
which = Numeric.greater( self.age, MAX_AGE)
self.x = Numeric.choose( which, (self.x, RandomArray.random( NUMDOTS)))
selfy = Numeric.choose( which, (self.y, RandomArray.random( NUMDOTS)))
self.age = Numeric.choose( which, (self.age, 0))
self.x = Numeric.choose( Numeric.greater( self.x, 1.0), (self.x, self.x - 1.0))
self.y = Numeric.choose( Numeric.greater( self.y, 1.0), (self.y, self.y - 1.0))
x2 = RandomArray.random( NUMDOTS2)
y2 = RandomArray.random( NUMDOTS2)
v = Numeric.concatenate(
(Numeric.transpose( Numeric.array( [self.x, self.y])),
Numeric.transpose( Numeric.array( [self.x - 0.005, self.y + 0.005])),
Numeric.transpose( Numeric.array( [self.x + 0.005, self.y - 0.005])),
Numeric.transpose( Numeric.array( [x2, y2]))))
#from opengltk.util import GLdouble
#av = bufarray.readArray( v, GLdouble)
#GL.glVertexPointer( 2, av)
GL.glVertexPointer( 2, v)
GL.glEnableClientState( GL.GL_VERTEX_ARRAY)
#glplus.DrawArrays( GL.POINTS, len( av))
from opengltk import glplus
glplus.DrawArrays( GL.GL_POINTS, len( v))
#GL.glDisableClientState( GL.VERTEX_ARRAY)
GL.glFlush()
GLUT.glutSwapBuffers()
示例2: display
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def display(self):
GL.glClear( GL.GL_COLOR_BUFFER_BIT)
GL.glColor3f( 1.0, 1.0, 1.0)
GL.glLoadIdentity() # clear the matrix
# viewing transformation
GLU.gluLookAt( 0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
GL.glScalef( 1.0, 2.0, 1.0) # modeling transformation
GLUT.glutWireCube( 1.0)
GL.glFlush()
示例3: DrawStuff
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def DrawStuff ():
GL.glClear (GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
# set up some matrices so that the object spins with the mouse
GL.glPushMatrix ()
GL.glTranslatef (0.0, 0.0, -80.0)
GL.glRotatef (lastx, 0.0, 1.0, 0.0)
GL.glRotatef (lasty, 1.0, 0.0, 0.0)
# Phew. FINALLY, Draw the polycylinder --
#gle.glePolyCylinder (NPTS, points, colors, 2.3)
gle.glePolyCylinder (points, colors, 2.3)
GL.glPopMatrix ()
GLUT.glutSwapBuffers ()
示例4: display
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def display(self):
GL.glClear( GL.GL_COLOR_BUFFER_BIT)
# select white for all lines
GL.glColor3f( 1.0, 1.0, 1.0)
# in 1st row, 3 lines, each with a different stipple
GL.glEnable( GL.GL_LINE_STIPPLE)
GL.glLineStipple( 1, 0x0101) # dotted
self.drawOneLine( 50.0, 125.0, 150.0, 125.0)
GL.glLineStipple( 1, 0x00FF) # dashed
self.drawOneLine( 150.0, 125.0, 250.0, 125.0);
GL.glLineStipple( 1, 0x1C47) # dash/dot/dash
self.drawOneLine( 250.0, 125.0, 350.0, 125.0)
# in 2nd row, 3 wide lines, each with different stipple
GL.glLineWidth( 5.0)
GL.glLineStipple( 1, 0x0101) # dotted
self.drawOneLine( 50.0, 100.0, 150.0, 100.0)
GL.glLineStipple( 1, 0x00FF) # dashed
self.drawOneLine( 150.0, 100.0, 250.0, 100.0)
GL.glLineStipple( 1, 0x1C47) # dash/dot/dash
self.drawOneLine( 250.0, 100.0, 350.0, 100.0)
GL.glLineWidth( 1.0)
# in 3rd row, 6 lines, with dash/dot/dash stipple
# as part of a single connected line strip
GL.glLineStipple( 1, 0x1C47) # dash/dot/dash
GL.glBegin( GL.GL_LINE_STRIP)
try:
for i in range( 0, 7):
GL.glVertex2f( 50.0 + (i * 50.0), 75.0)
finally:
GL.glEnd()
# in 4th row, 6 independent lines with same stipple */
for i in range( 0, 6):
self.drawOneLine( 50.0 + (i * 50.0), 50.0, 50.0 + ((i+1) * 50.0), 50.0)
# in 5th row, 1 line, with dash/dot/dash stipple
# and a stipple repeat factor of 5
GL.glLineStipple( 5, 0x1C47) # dash/dot/dash
self.drawOneLine( 50.0, 25.0, 350.0, 25.0)
GL.glDisable( GL.GL_LINE_STIPPLE)
GL.glFlush()
示例5: redraw
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def redraw(self):
""" redraw the Material editor opengl sphere that shows the effect
of the modifications
"""
if __debug__:
if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
self.tk.call(self._w, 'makecurrent')
GL.glClearColor(0,0,0,0)
self.initProjection()
self.Configure()
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
""" draw the black background squares """
GL.glDisable( GL.GL_LIGHTING )
GL.glColor3f( 0.1, 0.1, 0.1 )
GL.glBegin(GL.GL_QUADS)
GL.glVertex3f(-2, 0, 2); GL.glVertex3f(-2, 2, 2)
GL.glVertex3f( 0, 2, 2); GL.glVertex3f( 0, 0, 2)
GL.glEnd()
GL.glBegin(GL.GL_QUADS)
GL.glVertex3f( 0,-2, 2); GL.glVertex3f( 0, 0, 2)
GL.glVertex3f( 2, 0, 2); GL.glVertex3f( 2,-2, 2)
GL.glEnd()
""" draw the grey background squares """
GL.glColor3f( 0.3, 0.3, 0.3 )
GL.glBegin(GL.GL_QUADS)
GL.glVertex3f(-2,-2, 2); GL.glVertex3f(-2, 0, 2)
GL.glVertex3f( 0, 0, 2); GL.glVertex3f( 0,-2, 2)
GL.glEnd()
GL.glBegin(GL.GL_QUADS)
GL.glVertex3f( 0, 0, 2); GL.glVertex3f( 0, 2, 2)
GL.glVertex3f( 2, 2, 2); GL.glVertex3f( 2, 0, 2)
GL.glEnd()
""" enable the sphere transparancy """
GL.glEnable(GL.GL_BLEND)
GL.glDepthMask(GL.GL_FALSE)
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
""" draw the sphere """
#GL.glEnable(GL.GL_LIGHTING)
if self.viewer is not None:
self.viewer.enableOpenglLighting()
self.setMaterial()
extractedGlutSolidSphere(1.6, 30, 30, 0)
示例6: Draw
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def Draw(self):
GL.glEnable(GL.GL_DEPTH_TEST);
GL.glClear( GL.GL_STENCIL_BUFFER_BIT)
GL.glDisable(GL.GL_FOG)
GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
OpenCSG.render(self.primitives, self.algo, self.depthalgo)
GL.glDepthFunc(GL.GL_EQUAL)
# FIXME should only enable fog if it is on in camera
GL.glEnable(GL.GL_FOG)
self.SetupGL()
for p in self.pyprimitives:
p.render()
GL.glDepthFunc(GL.GL_LESS);
示例7: redraw
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def redraw(self, event=None, filter=None):
if self.imarray is None:
return
if filter:
self.master.lift()
GL.glConvolutionFilter2D(GL.GL_CONVOLUTION_2D, GL.GL_LUMINANCE,
3, 3, GL.GL_LUMINANCE, GL.GL_FLOAT,
filter)
## GL.glConvolutionParameterfv(GL.GL_CONVOLUTION_2D,
## GL.GL_CONVOLUTION_FILTER_SCALE,
## (3., 3.,3.,3.))
## s= self.scale
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_SCALE, s)
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_SCALE, s)
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_SCALE, s)
## s = self.bias
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_RED_BIAS, s)
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_BLUE_BIAS, s)
## GL.glPixelTransferf(GL.GL_POST_CONVOLUTION_GREEN_BIAS, s)
## GL.GL_CONVOLUTION_FILTER_SCALE,
## (3., 3.,3.,3.))
## GL.glConvolutionParameteriv(GL.GL_CONVOLUTION_2D,
## GL.GL_CONVOLUTION_FILTER_BIAS,
## (1500, 1500, 1500, 1500))
GL.glEnable(GL.GL_CONVOLUTION_2D)
self.tk.call(self._w, 'makecurrent')
GL.glClearColor(0.0, 0.0, 0.0, 0.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glRasterPos2i( 0, 0)
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
if self.mode=='RGB':
_gllib.glDrawPixels( self.width, self.height,
GL.GL_RGB, GL.GL_UNSIGNED_BYTE, self.imarray)
elif self.mode in ['L','P']:
_gllib.glDrawPixels( self.width, self.height,
GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE,
self.imarray)
GL.glDisable(GL.GL_CONVOLUTION_2D)
示例8: display
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def display(self):
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
self.triangle()
GL.glFlush()
示例9: redraw
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glClear [as 别名]
def redraw(self):
GL.glColor3f( 0., 0., 0. )
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)