def setup_geom(self): """Move to pos, turn by angle and scale by scale""" super(ScalePart,self).setup_geom() scale=self.scale if scale and scale != 1: glEnable(GL_NORMALIZE) glScalef(scale,scale,scale)
def setup_geom(self): """Move to pos, turn by angle and scale by scale""" super(ScalePart, self).setup_geom() scale = self.scale if scale and scale != 1: glEnable(GL_NORMALIZE) glScalef(scale, scale, scale)
def setup_geom(self): """Move to pos, turn by angle and scale by scale""" super(ScalePart, self).setup_geom() scale = self.scale if scale and scale != 1: if isinstance(scale, (int, float)): sx, sy, sz = scale, scale, scale else: sx, sy, sz = scale glEnable(GL_NORMALIZE) glScalef(sx, sy, sz)
transformation_location = gl.glGetUniformLocation(shader_program, "transformation") # Get the view location view_location = gl.glGetUniformLocation(shader_program, "view") # Get the projection location projection_location = gl.glGetUniformLocation(shader_program, "projection") # Get the color location color_location = gl.glGetUniformLocation(shader_program, "color") # Configure GL -----------------------------------------------------------------------| # Enable depth test gl.glEnable(gl.GL_DEPTH_TEST) # Accept fragment if it is closer to the camera than the former one gl.glDepthFunc(gl.GL_LESS) # Create Camera and Game Objects -----------------------------------------------------| perspective_projection = glm.perspective(glm.radians(45.0), screen_size.x / screen_size.y, 0.1, 100.0) camera = Camera(position=glm.vec3(4.0, 30.0, -40.0), target=glm.vec3(0.0)) player = (GameObject(position=glm.vec3(0, 0, -10), scale=glm.vec3(1), color=glm.vec3(0.5, 0.5, 0.0)))