Example #1
0
def setup_fog():
    glEnable(GL_FOG)
    glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1))
    glHint(GL_FOG_HINT, GL_DONT_CARE)
    glFogi(GL_FOG_MODE, GL_LINEAR)
    glFogf(GL_FOG_START, 20.0)
    glFogf(GL_FOG_END, 60.0)
Example #2
0
def setup_fog():
    # Enables fog.
    gl.glEnable(gl.GL_FOG)
    # Sets fog colour.
    gl.glFogfv(gl.GL_FOG_COLOR, (gl.GLfloat * 4)(0.5, 0.69, 1.0, 1))
    gl.glHint(gl.GL_FOG_HINT, gl.GL_DONT_CARE)
    gl.glFogi(gl.GL_FOG_MODE, gl.GL_LINEAR)
    # Fog distance.
    gl.glFogf(gl.GL_FOG_START, 20.0)
    gl.glFogf(gl.GL_FOG_END, 60.0)
Example #3
0
File: effects.py Project: Knio/miru
 def enable(self):
     gl.glEnable(gl.GL_FOG)
     gl.glFogfv(gl.GL_FOG_COLOR, self.color)
     gl.glFogf(gl.GL_FOG_START, self.start)
     gl.glFogf(gl.GL_FOG_END, self.end)
     if self.density is not None:
         gl.glFogf(gl.GL_FOG_DENSITY, self.density)
     if self.hint is not None:
         gl.glHint(gl.GL_FOG_HINT, self.hint)
     gl.glFogi(gl.GL_FOG_MODE, self.equation)
Example #4
0
 def init_gl_fog(self):
     """Configure the OpenGL fog properties."""
     # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's
     # post-texturing color."
     glEnable(GL_FOG)
     # Set the fog color.
     glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1))
     # Say we have no preference between rendering speed and quality.
     glHint(GL_FOG_HINT, GL_DONT_CARE)
     # Specify the equation used to compute the blending factor.
     glFogi(GL_FOG_MODE, GL_LINEAR)
     # How close and far away fog starts and ends. The closer the start and end,
     # the denser the fog in the fog range.
     glFogf(GL_FOG_START, 20.0)
     glFogf(GL_FOG_END, 60.0)
Example #5
0
 def init_gl_fog(self):
     """Configure the OpenGL fog properties."""
     # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's
     # post-texturing color."
     glEnable(GL_FOG)
     # Set the fog color.
     glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1))
     # Say we have no preference between rendering speed and quality.
     glHint(GL_FOG_HINT, GL_DONT_CARE)
     # Specify the equation used to compute the blending factor.
     glFogi(GL_FOG_MODE, GL_LINEAR)
     # How close and far away fog starts and ends. The closer the start and end,
     # the denser the fog in the fog range.
     glFogf(GL_FOG_START, 20.0)
     glFogf(GL_FOG_END, 60.0)