本文整理汇总了Python中opengltk.OpenGL.GL.glEnableClientState方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glEnableClientState方法的具体用法?Python GL.glEnableClientState怎么用?Python GL.glEnableClientState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.glEnableClientState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: display
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glEnableClientState [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: drawVertexArray
# 需要导入模块: from opengltk.OpenGL import GL [as 别名]
# 或者: from opengltk.OpenGL.GL import glEnableClientState [as 别名]
def drawVertexArray(self):
if __debug__:
if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
""" drawVertexArray
"""
#print "drawVertexArray", self.name
if hasattr(self, 'faceSet') and len(self.faceSet.faces.array) > 0:
# vertices
GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
# normals
if len(self.vertexSet.normals.array) > 0:
GL.glEnableClientState(GL.GL_NORMAL_ARRAY)
# colors
if hasattr(self, 'colorPointerIsOn') and self.colorPointerIsOn is True:
GL.glEnableClientState(GL.GL_COLOR_ARRAY)
from DejaVu import preventIntelBug_WhiteTriangles
if preventIntelBug_WhiteTriangles:
GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE)
else:
GL.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE)
GL.glEnable( GL.GL_COLOR_MATERIAL )
if DejaVu.enableVBO is True:
from opengltk.extent import _glextlib
# vertices
_glextlib.glBindBufferARB(_glextlib.GL_ARRAY_BUFFER_ARB,
int(self.vertexArrayFlagBufferList[0]))
_gllib.glVertexPointer(len(self.vertexSet.vertices.array[0]),
GL.GL_FLOAT, 0, 0)
# normals
if len(self.vertexSet.normals.array) > 0:
_glextlib.glBindBufferARB(_glextlib.GL_ARRAY_BUFFER_ARB,
int(self.vertexArrayFlagBufferList[1]))
_gllib.glNormalPointer(GL.GL_FLOAT, 0, 0)
# colors
if hasattr(self, 'colorPointerIsOn') and self.colorPointerIsOn is True:
_glextlib.glBindBufferARB(_glextlib.GL_ARRAY_BUFFER_ARB,
int(self.vertexArrayFlagBufferList[3]))
_gllib.glColorPointer(4, GL.GL_FLOAT, 0, 0)
else:
# vertices
_gllib.glVertexPointer(len(self.vertexSet.vertices.array[0]),
GL.GL_FLOAT, 0, self.vertexSet.vertices.array)
# normals
if len(self.vertexSet.normals.array) > 0:
_gllib.glNormalPointer(GL.GL_FLOAT, 0, self.vertexSet.normals.array)
# colors
if hasattr(self, 'colorPointerIsOn') and self.colorPointerIsOn is True:
_gllib.glColorPointer(4, GL.GL_FLOAT, 0, self.colorArray)
# Draw faces
if self.primitiveType == GL.GL_LINE_STRIP:
lPrimitiveType = GL.GL_LINES
elif self.primitiveType == GL.GL_TRIANGLES:
#print "triangles' length:", len(self.faceSet.faces.array[0])
lPrimitiveType = GL.GL_TRIANGLES
elif self.primitiveType == GL.GL_QUADS:
#print "quads' length:", len(self.faceSet.faces.array[0])
lPrimitiveType = GL.GL_QUADS
else:
#print "what's that ?" , self.primitiveType
lPrimitiveType = self.primitiveType
lNumOfNonHighlightedIndices = len(self.faceSet.faces.array) - self.numOfHighlightedIndex
if DejaVu.enableVBO is True:
_glextlib.glBindBufferARB(_glextlib.GL_ELEMENT_ARRAY_BUFFER,
int(self.vertexArrayFlagBufferList[2])) #this protect from unexplained segfault
if self.disableStencil is False and self.numOfHighlightedIndex > 0:
# highlighted
GL.glStencilFunc(GL.GL_ALWAYS, 1, 1)
_gllib.glDrawElements(lPrimitiveType,
self.numOfHighlightedIndex*len(self.faceSet.faces.array[0]),
GL.GL_UNSIGNED_INT,
0
)
GL.glStencilFunc(GL.GL_ALWAYS, 0, 1)
# non highlighted
_gllib.glDrawElements(lPrimitiveType,
lNumOfNonHighlightedIndices * len(self.faceSet.faces.array[0]),
GL.GL_UNSIGNED_INT,
self.numOfHighlightedIndex * len(self.faceSet.faces.array[0]) * 4
)
else:
_gllib.glDrawElements(lPrimitiveType,
len(self.faceSet.faces.array)*len(self.faceSet.faces.array[0]),
GL.GL_UNSIGNED_INT,
0
)
_glextlib.glBindBufferARB(_glextlib.GL_ELEMENT_ARRAY_BUFFER, 0 ) #this protect from unexplained segfault
else:
if self.disableStencil is False and self.numOfHighlightedIndex > 0:
# highlighted
GL.glStencilFunc(GL.GL_ALWAYS, 1, 1)
_gllib.glDrawElements(lPrimitiveType,
self.numOfHighlightedIndex*len(self.faceSet.faces.array[0]),
GL.GL_UNSIGNED_INT,
self.faceSet.faces.array
#.........这里部分代码省略.........