Ejemplo n.º 1
0
 def loadTexture(self, name, target, param = Texture.Parameters(), settings = Texture.Settings()):
     if name in self.textures:
         return self.textures[name]
     if name not in self.images:
         return None
     image = self.images[name]
     self.textures[name] = texture = Texture.create(name, image.data, image.width, image.height,
                                                    target, image.textureFormat, param, settings)
     return texture
Ejemplo n.º 2
0
mesh2.create()
mesh2_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, 0]))

# mesh3 = Mesh("resources/meshes/Dragon.ply")
# mesh3.load()
# mesh3.create()
# mesh3_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([2, 1, .5]))

shader1 = Shader("resources/shaders/shader1.vs", "resources/shaders/shader1.fs")
shader1.load()
shader1.create()
# shader1.use() # needed

tex1 = Texture("resources/images/marble.jpg")
tex1.load()
tex1.create()

tex2 = Texture("resources/images/brickwall.jpg")
tex2.load()
tex2.create()

tex3 = Texture("resources/images/StoneMarbleCalacatta004_COL_2K.jpg")
tex3.load()
tex3.create()

light_pos = [0.0, 1.0, 3.0]

# set global render states
glClearColor(0, 0.1, 0.1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)