def __init__(self): #initialize the screen/window self.size = self.width, self.height = 1024, 768 self.screen = pygame.display.set_mode(self.size, pygame.OPENGL | pygame.DOUBLEBUF ) # | #pygame.FULLSCREEN ) glew.glewInit() #check for OpenGL 2.0 if glew.GLEW_ARB_vertex_shader and glew.GLEW_ARB_fragment_shader: print "Shader Support Present" #initialize some basic opengl states glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) #set the projection matrix GraphicsCard.setScreenProjection( float(self.width/self.height), 0.1, 5000.0 ) #glMatrixMode(GL_PROJECTION) #glLoadIdentity() #gluPerspective(60.0, float(self.width)/float(self.height), 0.1, 1000.0) #self.projection = glGetDoublev( GL_PROJECTION_MATRIX ) self.projection = GraphicsCard.screenProjection self.keyDown = {} self.font = Font.TextureFont( '../base/fonts/tahoma.fnt' ) self.fps = 0 #set camera self.camera = Camera.Freecam() self.camera.position = vec3( 0.0, 0.0, 1.5 ) self.camera.yaw = degreeToRadian( 0 ) self.camera.pitch = degreeToRadian( 0 ) self.right_btn = False #return to modelview glMatrixMode(GL_MODELVIEW) print "Base Init OK!" self.onInit()
def initExtensions(cls): err = glew.glewInit() if err != glew.GLEW_OK: raise GlewInitError( glew.glewGetErrorString(err) ) cls.glewVersion = glew.glewGetString( glew.GLEW_VERSION )
def initExtensions(cls): err = glew.glewInit() if err != glew.GLEW_OK: raise GlewInitError(glew.glewGetErrorString(err)) cls.glewVersion = glew.glewGetString(glew.GLEW_VERSION)