def render(self): # glutSetWindow(self.window) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() # gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) # self._log.debug(u"rendering tex in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): #glutSetWindow(self.window) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() #gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) #self._log.debug(u"rendering tex in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): # glutSetWindow(self.window) # glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, ))) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) WindowedScene.render(self) # self._log.debug(u"rendering obj in window %d" % glutGetWindow()) glutSwapBuffers()
def render(self): #glutSetWindow(self.window) #glClearColor(*(tuple(rand(1, 3)[0]) + (1.0, ))) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 0.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); WindowedScene.render(self) #self._log.debug(u"rendering obj in window %d" % glutGetWindow()) glutSwapBuffers()