def drawSelf(self): if self._tex is None: filename = os.path.join("toolicons", "compass.png") self._tex = loadPNGTexture(filename) self._tex.bind() size = 0.001 * config.settings.compassSize.get() with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() yaw, pitch = self.yawPitch if config.settings.viewMode.get() == "Chunk": yaw = -180 GL.glTranslatef(1. - size, size, 0.0) # position on upper right corner GL.glRotatef(180 - yaw, 0., 0., 1.) # adjust to north GL.glColor3f(1., 1., 1.) with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY): GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2 * size, 2 * size)) GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256)) with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D): GL.glDrawArrays(GL.GL_QUADS, 0, 4)
def drawSelf(self): if self._tex is None: filename = os.path.join("toolicons", "compass.png") self._tex = loadPNGTexture(filename) self._tex.bind() size = 0.001 * config.settings.compassSize.get() with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() yaw, pitch = self.yawPitch if config.settings.viewMode.get() == "Chunk": yaw = -180 GL.glTranslatef(1. - (size + self.x), size + self.y, 0.0) # position on upper right corner GL.glRotatef(180 - yaw, 0., 0., 1.) # adjust to north GL.glColor3f(1., 1., 1.) with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY): GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2 * size, 2 * size)) GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256)) with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D): GL.glDrawArrays(GL.GL_QUADS, 0, 4)
def drawSelf(self): if self._tex is None: if self.small: filename = "compass_small.png" else: filename = "compass.png" self._tex = loadPNGTexture("toolicons/" + filename)#, minFilter=GL.GL_LINEAR, magFilter=GL.GL_LINEAR) self._tex.bind() size = 0.075 with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() yaw, pitch = self.yawPitch GL.glTranslatef(1.-size, size, 0.0) # position on upper right corner GL.glRotatef(180-yaw, 0., 0., 1.) # adjust to north GL.glColor3f(1., 1., 1.) with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY): GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-size, -size, 2*size, 2*size)) GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 256, 256)) with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D): GL.glDrawArrays(GL.GL_QUADS, 0, 4)