def drawArrays(self): if not self.material == None: self.material.setActive() #glDisable( GL_TEXTURE_2D ) glFrontFace(GL_CW) #set the vertex array pointer glEnableClientState(GL_VERTEX_ARRAY) glVertexPointerf(self.vertices_gl) #set texcoord array for first texture stage glew.glClientActiveTextureARB(glew.GL_TEXTURE0_ARB) glTexCoordPointerf(self.texcoord_gl) glEnableClientState(GL_TEXTURE_COORD_ARRAY) #set the vertex array pointer glEnableClientState(GL_NORMAL_ARRAY) glNormalPointerf(self.normals_gl) glDrawElementsui(GL_TRIANGLES, self.indices_gl) glDisableClientState(GL_NORMAL_ARRAY) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def drawArrays( self ): if not self.material == None: self.material.setActive() #glDisable( GL_TEXTURE_2D ) glFrontFace( GL_CW ) #set the vertex array pointer glEnableClientState(GL_VERTEX_ARRAY); glVertexPointerf( self.vertices_gl ) #set texcoord array for first texture stage glew.glClientActiveTextureARB( glew.GL_TEXTURE0_ARB ) glTexCoordPointerf( self.texcoord_gl ) glEnableClientState( GL_TEXTURE_COORD_ARRAY ) #set the vertex array pointer glEnableClientState(GL_NORMAL_ARRAY); glNormalPointerf( self.normals_gl ) glDrawElementsui( GL_TRIANGLES, self.indices_gl ) glDisableClientState( GL_NORMAL_ARRAY ) glDisableClientState( GL_VERTEX_ARRAY ) glDisableClientState( GL_TEXTURE_COORD_ARRAY )
def bind(self): """Set the pointer to the proper place in the VBO""" if self.texCoordIndex != None: glClientActiveTextureARB(GL_TEXTURE0_ARB + self.texCoordIndex) glEnableClientState(self.clientState) self.pointerFunction(self.elements, self.glType, self.offset)