def main(): global window initLogger() Utils.init() # Create a windowed mode window and its OpenGL context window = glfw.create_window(640, 480, "Hello World", None, None) if not window: glfw.terminate() print("fail Window") return # Make the window's context current glfw.make_context_current(window) vertexPos, vertexColor, triangle = tmf.load("testData.tmf") #define input inputHandler.addEvent(KillProgram, "Esc") inputHandler.addEvent(Culling, "c") print vertexPos VAO, VertexSize, indexs = Utils.createVAO(vertexPos, vertexColor, triangle, 4) shaderProgram = ShaderM.compileShaderFromFile("shaders/basic.vert", "shaders/basic.frag") objectToRender = { "Indexs" : indexs, "VAO" : VAO, "VertexCount" : VertexSize, "ShaderProgram" : shaderProgram} mainLoop(objectToRender,window) glfw.terminate()
def main(): global window initLogger() Utils.init() window = Utils.createWindow(inputHandler.keyboardListner) # triangle position and color Utils.ToggleCulling(True) vertexPos, vertexColor, triangle = tmf.load("testData.tmf") glEnable(GL_DEPTH_TEST) #define input inputHandler.addEvent(KillProgram, "Esc") inputHandler.addEvent(Utils.ToggleCulling, "c") print vertexPos VAO,pos, VertexSize, indexs = Utils.createVAO(vertexPos, vertexColor, triangle, 4) shaderProgram = ShaderM.compileShaderFromFile("shaders/basic.vert", "shaders/basic.frag") objectToRender = { "Indexs" : indexs,"VertexBuffer" : pos, "VAO" : VAO, "VertexCount" : VertexSize, "ShaderProgram" : shaderProgram} mainLoop(objectToRender,window) glfw.terminate()