def loadTexture(self, name, target, param = Texture.Parameters(), settings = Texture.Settings()): if name in self.textures: return self.textures[name] if name not in self.images: return None image = self.images[name] self.textures[name] = texture = Texture.create(name, image.data, image.width, image.height, target, image.textureFormat, param, settings) return texture
mesh2.create() mesh2_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([0, 0, 0])) # mesh3 = Mesh("resources/meshes/Dragon.ply") # mesh3.load() # mesh3.create() # mesh3_mat = pyrr.matrix44.create_from_translation(pyrr.Vector3([2, 1, .5])) shader1 = Shader("resources/shaders/shader1.vs", "resources/shaders/shader1.fs") shader1.load() shader1.create() # shader1.use() # needed tex1 = Texture("resources/images/marble.jpg") tex1.load() tex1.create() tex2 = Texture("resources/images/brickwall.jpg") tex2.load() tex2.create() tex3 = Texture("resources/images/StoneMarbleCalacatta004_COL_2K.jpg") tex3.load() tex3.create() light_pos = [0.0, 1.0, 3.0] # set global render states glClearColor(0, 0.1, 0.1, 1) glEnable(GL_DEPTH_TEST) glEnable(GL_BLEND)