glfw.set_key_callback(window, key_input_clb) # capture the mouse cursor glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) # make the context current glfw.make_context_current(window) # load a scene scene = Scene("resources/scene1.json") cam = scene.active_camera cam.process_mouse_movement(0, 0) # this most certainly not the correct way # mesh1 = Mesh("resources/meshes/tetra2.ply") mesh1 = Mesh("resources/meshes/tetra3_p_n_uv1.ply") mesh1.load() mesh1.create() mesh1_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, 2])) mesh2 = Mesh("resources/meshes/plane2_p_n_uv1.ply") mesh2.load() mesh2.create() mesh2_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, 0])) # mesh3 = Mesh("resources/meshes/Dragon.ply") # mesh3.load() # mesh3.create() # mesh3_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([2, 1, .5])) shader1 = Shader("resources/shaders/shader1.vs", "resources/shaders/shader1.fs") shader1.load() shader1.create()