def drawSelf(self): with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() with gl.glPushMatrix(GL.GL_PROJECTION): GL.glLoadIdentity() with gl.glPushClientAttrib(GL.GL_CLIENT_VERTEX_ARRAY_BIT): GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glEnableClientState(GL.GL_COLOR_ARRAY) quad = numpy.array([-1, -1, -1, 1, 1, 1, 1, -1], dtype='float32') colors = numpy.array([ 0x48, 0x49, 0xBA, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x48, 0x49, 0xBA, 0xff, ], dtype='uint8') with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT): GL.glDepthMask(False) GL.glVertexPointer(2, GL.GL_FLOAT, 0, quad) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, colors) GL.glDrawArrays(GL.GL_QUADS, 0, 4)
def drawSelf(self): with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() with gl.glPushMatrix(GL.GL_PROJECTION): GL.glLoadIdentity() with gl.glPushClientAttrib(GL.GL_CLIENT_VERTEX_ARRAY_BIT): GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glEnableClientState(GL.GL_COLOR_ARRAY) quad = numpy.array([-1, -1, -1, 1, 1, 1, 1, -1], dtype='float32') colors = numpy.array([0x48, 0x49, 0xBA, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x48, 0x49, 0xBA, 0xff, ], dtype='uint8') with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT): GL.glDepthMask(False) GL.glVertexPointer(2, GL.GL_FLOAT, 0, quad) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, colors) GL.glDrawArrays(GL.GL_QUADS, 0, 4)
def drawSelf(self): with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() with gl.glPushMatrix(GL.GL_PROJECTION): GL.glLoadIdentity() GL.glClear(GL.GL_COLOR_BUFFER_BIT) GL.glEnableClientState(GL.GL_COLOR_ARRAY) quad = numpy.array([-1, -1, -1, 1, 1, 1, 1, -1], dtype='float32') colors = numpy.array([0x48, 0x49, 0xBA, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x8a, 0xaf, 0xff, 0xff, 0x48, 0x49, 0xBA, 0xff, ], dtype='uint8') numpy.multiply(colors, self.sceneNode.dayTime, out=colors, casting='unsafe') with gl.glPushAttrib(GL.GL_DEPTH_BUFFER_BIT): GL.glDepthMask(False) GL.glVertexPointer(2, GL.GL_FLOAT, 0, quad) GL.glColorPointer(4, GL.GL_UNSIGNED_BYTE, 0, colors) GL.glDrawArrays(GL.GL_QUADS, 0, 4) GL.glDisableClientState(GL.GL_COLOR_ARRAY)
def drawSelf(self): self._tex.bind() with gl.glPushMatrix(GL.GL_MODELVIEW): GL.glLoadIdentity() yaw, pitch = self.sceneNode.yawPitch GL.glTranslatef(0.9, 0.1, 0.0) # position on lower right corner GL.glRotatef(pitch, 1., 0., 0.) # Tilt upward a bit if the view is pitched GL.glRotatef(yaw - 180, 0., 0., 1.) # adjust to north GL.glColor4f(1., 1., 1., 1.) with gl.glPushAttrib(GL.GL_ENABLE_BIT): GL.glDisable(GL.GL_DEPTH_TEST) with gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY): GL.glVertexPointer(2, GL.GL_FLOAT, 0, makeQuad(-.1, -.1, 0.2, 0.2)) GL.glTexCoordPointer(2, GL.GL_FLOAT, 0, makeQuad(0, 0, 1, 1)) with gl.glEnable(GL.GL_BLEND, GL.GL_TEXTURE_2D): GL.glDrawArrays(GL.GL_QUADS, 0, 4)