def initializeGL(self): QGLWidget.initializeGL(self) glMatrixMode(GL_PROJECTION) glLoadIdentity() glViewport(0, 0, self.width(), self.height()) #procedure gluPerspective(fovy, aspect, zNear, zFar : glDouble); gluPerspective(70, 1.0 * self.width() / self.height(), 0.1, 1000.0) gluLookAt(100, 100, 100, 0, 0, 0, 0, 1, 0) glMatrixMode(GL_MODELVIEW) # glShadeModel(GL_SMOOTH) # glClearColor(0.0, 0.0, 0.0, 0.0) # glClearDepth(1.0) glEnable(GL_CULL_FACE) glMaterialfv(GL_FRONT, GL_DIFFUSE, GLfloat_4(1., 1., 0., 0.)) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) glDepthFunc(GL_LEQUAL) # glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnable(GL_COLOR_MATERIAL) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0)) #glLightfv(GL_LIGHT0, GL_AMBIENT, GLfloat_4(0.0, 1.0, 0.0, 1.0)) #glLightfv(GL_LIGHT0, GL_DIFFUSE, GLfloat_4(1.0, 1.0, 1.0, 1.0)) #glLightfv(GL_LIGHT0, GL_SPECULAR, GLfloat_4(1.0, 1.0, 1.0, 1.0)) #glLightfv(GL_LIGHT0, GL_POSITION, GLfloat_4(1.0, 1.0, 1.0, 0.0)); #glLightModelfv(GL_LIGHT_MODEL_AMBIENT, GLfloat_4(0.2, 0.2, 0.2, 1.0)) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) for s in self.stl: s._gen_list()