def on_changed(self, which): if 'frustum' in which: w = self.frustum['width'] h = self.frustum['height'] self.glf = OsContext(w, h, typ=GL_FLOAT) self.glf.Viewport(0, 0, w, h) self.glb = OsContext(w, h, typ=GL_UNSIGNED_BYTE) self.glb.Viewport(0, 0, w, h) if 'frustum' in which or 'camera' in which: setup_camera(self.glb, self.camera, self.frustum) setup_camera(self.glf, self.camera, self.frustum) if not hasattr(self, 'num_channels'): self.num_channels = 3 if not hasattr(self, 'bgcolor'): self.bgcolor = Ch(np.array([.5] * self.num_channels)) which.add('bgcolor') if not hasattr(self, 'overdraw'): self.overdraw = True if 'bgcolor' in which or ('frustum' in which and hasattr(self, 'bgcolor')): self.glf.ClearColor(self.bgcolor.r[0], self.bgcolor.r[1 % self.num_channels], self.bgcolor.r[2 % self.num_channels], 1.)
def on_changed(self, which): if 'frustum' in which: w = self.frustum['width'] h = self.frustum['height'] self.glf = OsContext(w, h, typ=GL_FLOAT) self.glf.Viewport(0, 0, w, h) self.glb = OsContext(w, h, typ=GL_UNSIGNED_BYTE) self.glb.Viewport(0, 0, w, h) if 'frustum' in which or 'camera' in which: setup_camera(self.glb, self.camera, self.frustum) setup_camera(self.glf, self.camera, self.frustum) if not hasattr(self, 'overdraw'): self.overdraw = True