def call(self): assert self._list GL.glCallLists(self._list)
def drawtext(self, text): gl.glBindTexture(gl.GL_TEXTURE_2D, self.texid) gl.glPushMatrix() gl.glListBase(self.base + 1) gl.glCallLists([ord(c) for c in text]) gl.glPopMatrix() gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
def printGL(self, mystr): # // If THere's No Text Do Nothing GL.glPushMatrix(GL.GL_LIST_BIT) # // Pushes The Display List Bits try: GL.glListBase(self.base) # // Sets The Base Character to 32 GL.glCallLists(mystr) # // Draws The Display List Text finally: GL.glPopMatrix()
def draw(self): self.angle = -atan2(-self.xvel, -self.yvel)/3.141573*180 GL.glPushMatrix() GL.glTranslatef(self.x, self.y, 0.0) GL.glRotatef(self.angle, 0, 0, 1) GL.glScalef(8*self.scale, -8*self.scale, 8) GL.glBindTexture(GL.GL_TEXTURE_2D, self.image) GL.glColor3f(1.0, 1.0, 1.0) GL.glCallLists([display.qid2]) GL.glPopMatrix()
def callChildren(self): if len(self.children): lists = [node.getList() for node in self.children if node.sceneNode.visible] if len(lists): lists = numpy.hstack(tuple(lists)) try: GL.glCallLists(lists) except GL.error as e: log.exception("Error calling child lists: %s", e) raise
def drawChildren(self): if len(self.children): lists = [node.getList() for node in self.children if node.sceneNode.visible] if len(lists): lists = numpy.hstack(tuple(lists)) try: GL.glCallLists(lists) except GL.error as e: log.exception("Error calling child lists: %s", e) raise
def draw(self): GL.glPushMatrix() GL.glTranslatef(self.x, self.y, 0.0) #self.angle = -atan2(cos(-self.xvel),-self.yvel)/3.141573*180 #GL.glRotatef(self.angle,0,0,1) #GL.glScalef(8,-8,8) dectime = self.totalmoves/self.startmoves agemod = 0.6+(dectime)*0.4 GL.glScalef(self.scale*agemod*8,self.scale*agemod*-8,1) GL.glBindTexture(GL.GL_TEXTURE_2D, self.image) GL.glColor4f(self.colour[0],self.colour[1],self.colour[2],(dectime*0.9)) GL.glCallLists([display.qid]) GL.glPopMatrix()
def draw(cx,cy): global toupdate,x2,y2 if len(toupdate) > 0: for i in toupdate: resettex(i[0], i[1]) toupdate = [] GL.glColor4f(1.0, 1.0, 1.0,1.0) GL.glCallLists([listid]) #GL.glTranslatef(0,0,-1000) '''cx = int(display.camx/tilesize)
def on_display( ): global texid gl.glClearColor(1,1,1,1) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glBindTexture( gl.GL_TEXTURE_2D, texid ) gl.glColor(0,0,0,1) gl.glPushMatrix( ) gl.glTranslate( 10, 100, 0 ) gl.glPushMatrix( ) gl.glListBase( base+1 ) gl.glCallLists( [ord(c) for c in text] ) gl.glPopMatrix( ) gl.glPopMatrix( ) glut.glutSwapBuffers( )
def on_display(): global texid gl.glClearColor(1, 1, 1, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glBindTexture(gl.GL_TEXTURE_2D, texid) gl.glColor(0, 0, 0, 1) gl.glPushMatrix() gl.glTranslate(10, 100, 0) gl.glPushMatrix() gl.glListBase(base + 1) gl.glCallLists([ord(c) for c in text]) gl.glPopMatrix() gl.glPopMatrix() glut.glutSwapBuffers()
def glPrint (self, x, y, string): """ Much like Nehe's glPrint function, but modified to work with freetype fonts. expects to be in orthogonal projection and model view. """ # //Here is some code to split the text that we have been # //given into a set of lines. # //This could be made much neater by using # //a regular expression library such as the one avliable from # //boost.org (I've only done it out by hand to avoid complicating # //this tutorial with unnecessary library dependencies). # //Note: python string object has convenience method for this :) lines = string.split ("\n") gl.glPushAttrib(gl.GL_LIST_BIT | gl.GL_ENABLE_BIT) gl.glEnable(gl.GL_TEXTURE_2D) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glListBase(self.listBase) # This is where the text display actually happens for i in xrange (len (lines)): line = lines [i] gl.glPushMatrix () gl.glTranslatef (x, y-self.lineHeight*i, 0) # // The commented out raster position stuff can be useful if you need to # // know the length of the text that you are creating. # // If you decide to use it make sure to also uncomment the glBitmap command # // in makeDList(). # // glRasterPos2f(0,0); gl.glCallLists (line) # // rpos = glGetFloatv (GL_CURRENT_RASTER_POSITION) # // float len=x-rpos[0]; gl.glPopMatrix() gl.glPopAttrib()
def call(self): assert self._list is not None GL.glCallLists(self._list)
def call(self, drawFunc=None): self.compile(drawFunc) GL.glCallLists(self._list)
def call(self, drawFunc=None): self.makeList(drawFunc) GL.glCallLists(self._list)
def printString(self, text): GL.glPushAttrib(GL.GL_LIST_BIT) GL.glListBase(self.fontOffset) GL.glCallLists(text) GL.glPopAttrib()