def paintGL(self): """ This is the draw method. Everything is medieval immediate mode, fixed function OpenGL 1.0 calls. CCP4MG's opengl Python bindings do not have the new glVertexAttrib, etc. stuff. I would advise doing modern OpenGL in a C++ library and calling that stuff from here using appropriate Python bindings generator. """ opengl.glLoadIdentity(); opengl.glScalef(self.scale,self.scale,1.0) opengl.glTranslatef(self.origin[0],self.origin[1],self.origin[2]); #print "self.origin =", self.origin self.quat.Print(); print glrotmat = self.quat.getMatrix().to_dp() opengl.glMultMatrixd(glrotmat) opengl.delcdp(glrotmat) opengl.glClear(opengl.GL_COLOR_BUFFER_BIT | opengl.GL_DEPTH_BUFFER_BIT) opengl.glColor3f(0.0,0.0,1.0) opengl.glBegin(opengl.GL_POINTS) for coords in self.coord_list[:5000]: opengl.glVertex3f( coords[0], coords[1], coords[2] ) opengl.glColor3f(0.0,1.0,0.0) for coords in self.coord_list[5000:]: opengl.glVertex3f( coords[0], coords[1], coords[2] ) opengl.glEnd()
def paintGL(self): """ This is the draw method. Everything is medieval immediate mode, fixed function OpenGL 1.0 calls. CCP4MG's opengl Python bindings do not have the new glVertyexAttrib, etc. stuff. I would advise doing modern OpenGL in a C++ library and calling that stuff from here using appropriate Python bindings generator. """ opengl.glLoadIdentity() opengl.glTranslatef(self.origin[0], self.origin[1], self.origin[2]) print self.origin opengl.glClear(opengl.GL_COLOR_BUFFER_BIT | opengl.GL_DEPTH_BUFFER_BIT) opengl.glColor3f(0.0, 0.0, 0.0) opengl.glBegin(opengl.GL_TRIANGLES) opengl.glVertex3f(-10, -10, -1) opengl.glVertex3f(10, -10, -1) opengl.glVertex3f(0, 10, -1) opengl.glEnd()