def init_gl(self): self.program = oogl.ShaderProgram( oogl.VertexShader(vertex_shader), oogl.FragmentShader(fragment_shader), ) self.vbo = oogl.VertexBuffer(self.data)
def init_gl(self): self.program = oogl.ShaderProgram( oogl.VertexShader(vertex_shader), oogl.FragmentShader(fragment_shader), ) self.update_buffers()
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) self.program.attributes['a_position'] = positions self.program.attributes['a_color'] = colors
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) # Set attributes self.program.attributes['a_position'] = oogl.VertexBuffer(positions) self.program.attributes['a_color'] = oogl.VertexBuffer(colors) self.init_transforms() self.timer = app.Timer(1.0 / 60) self.timer.connect(self.update_transforms) self.timer.start()
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 # Create program self._program = oogl.ShaderProgram(oogl.VertexShader(VERT_SHADER), oogl.FragmentShader(FRAG_SHADER)) # Create vbo self._vbo = oogl.VertexBuffer(vertex_data) # Set uniforms, samplers, attributes self._program.attributes.update(self._vbo) self._program.uniforms['s_texture'] = oogl.Texture2D(im1) # Create first explosion self._new_explosion()
def __init__(self, **kwargs): app.Canvas.__init__(self, **kwargs) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) # Set attributes self.program.attributes['a_position'] = oogl.VertexBuffer(positions) self.program.attributes['a_texcoord'] = oogl.VertexBuffer(texcoords) self.program.uniforms['u_texture'] = oogl.Texture2D(io.cat()) # Handle transformations self.init_transforms() self.timer = app.Timer(1.0 / 60) self.timer.connect(self.update_transforms) self.timer.start()