def __enter__(self): self._old_prog = glGetInteger(GL_CURRENT_PROGRAM) glBlendFunc(GL_SRC_ALPHA, GL_ONE) glEnable(GL_BLEND) glDepthMask(GL_TRUE) glDisable(GL_DEPTH_TEST) self.get_shader_program().use() self.set_clipping_uniforms() glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
def __enter__(self): glBlendFunc(GL_SRC_ALPHA, GL_ONE) glDisable(GL_BLEND) glDepthMask(GL_TRUE) glEnable(GL_DEPTH_TEST) #glDepthFunc(GL_LEQUAL) glEnable(GL_POINT_SMOOTH) self.get_shader_program().use() self.set_clipping_uniforms() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
def __enter__(self): #glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA) glBlendFunc(GL_SRC_ALPHA, GL_ONE) glEnable(GL_BLEND) glDepthMask(GL_TRUE) glDisable(GL_DEPTH_TEST) #glDepthFunc(GL_LEQUAL) glEnable(GL_POINT_SMOOTH) self._old_prog = glGetInteger(GL_CURRENT_PROGRAM) self.get_shader_program().use() self.set_clipping_uniforms() glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)