def draw_object(): glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glCallList(display_list) glPopMatrix()
def draw_object(): glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) glCallList(object_list_id) glPopMatrix()
def draw_object(): glVertexPointer(3, GL_FLOAT, 0, verticies) glTexCoordPointer(3, GL_FLOAT, 0, tex_coords) glNormalPointer(GL_FLOAT, 0, normals) glColorPointer(3, GL_FLOAT, 0, colors) glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) offset = 0 for size in sizes: glDrawElements(GL_TRIANGLE_STRIP, size, GL_UNSIGNED_INT, indicies[offset:offset + size]) offset += size glPopMatrix()
def draw_object(): glVertexPointer(3, GL_FLOAT, record_len, vertex_offset) glTexCoordPointer(3, GL_FLOAT, record_len, tex_coord_offset) glNormalPointer(GL_FLOAT, record_len, normal_offset) glColorPointer(3, GL_FLOAT, record_len, color_offset) glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) offset = 0 for size in sizes: glDrawElements(GL_TRIANGLE_STRIP, size, GL_UNSIGNED_INT, c_void_p(offset)) offset += size * uint_size glPopMatrix()
def draw_object(): glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) offset = 0 for size in sizes: glBegin(GL_TRIANGLE_STRIP) for i in range(offset, offset + size): index = indicies[i] glColor3f(*colors[index]) glNormal3f(*normals[index]) glTexCoord3f(*tex_coords[index]) glVertex3f(*verticies[index]) glEnd() offset += size glPopMatrix()
def draw_object(): glVertexAttribPointer(locations[b"vertex"], 3, GL_FLOAT, False, record_len, vertex_offset) glVertexAttribPointer(locations[b"tex_coord"], 3, GL_FLOAT, False, record_len, tex_coord_offset) glVertexAttribPointer(locations[b"normal"], 3, GL_FLOAT, False, record_len, normal_offset) glVertexAttribPointer(locations[b"color"], 3, GL_FLOAT, False, record_len, color_offset) glMatrixMode(GL_MODELVIEW) glPushMatrix() glScale(scale, scale, scale) glMultMatrixf(m.column_major(q.matrix(rotation))) offset = 0 for size in sizes: glDrawElements(GL_TRIANGLE_STRIP, size, GL_UNSIGNED_INT, c_void_p(offset)) offset += size * uint_size glPopMatrix()
def c_matrix(matrix): return (c_float * 16)(*m.column_major(matrix))