def display(): twDisplayInit(); twCamera(); fog(FogOption) # draw ground and sky, using default colors twSky(); twGround(); # draw a picket lying on the ground in the middle of the field. With # the exception of using CallList instead of something like # drawPicket(), this is the same as any drawing code. glPushMatrix(); glTranslatef(0,0,-40); glRotatef(30,0,1,0); glRotatef(-90,1,0,0); glTranslatef(0,0,2); glCallList(PICKET); glPopMatrix(); # draw front fence glPushMatrix(); glTranslatef(-40,0,0); for i in range(20): glCallList(PICKET); glTranslatef(5,0,0); glPopMatrix(); # draw right side fence glPushMatrix(); glTranslatef(60,0,0); glRotatef(90,0,1,0); for i in range(25): glCallList(PICKET); glTranslatef(5,0,0); glPopMatrix(); # draw left side fence glPushMatrix(); glTranslatef(-40,0,0); glRotatef(90,0,1,0); for i in range(17): glCallList(PICKET); glTranslatef(5,0,0); glPopMatrix(); # draw barn glPushMatrix(); glTranslatef(-40,0,-125); glRotatef(-90,0,1,0); glScalef(40,35,50); teal = (0,0.5,0.5) dark_blue = (0,0,0.5) cyan = (0,1,1) twSolidBarn(teal,dark_blue,cyan); glPopMatrix(); glFlush(); glutSwapBuffers()
def display(): twDisplayInit(0.3,0.3,0.3) twCamera() fog(FogOption) twColorName(TW_GREEN) twGround() twColorName(TW_MAGENTA) glPushMatrix() glTranslatef(50,0,50) glScalef(1,40,1) # for tall cubes for i in range(50): glutSolidCube(0.5) glTranslatef(-1,0,-1) glPopMatrix() glFlush() glutSwapBuffers()