def __init__( self ): super( LegacyColourCube, self ).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' )
def __init__( self ): super( LegacyTriangle, self ).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'colour' ] = ColourAttribute.from_dtype( self.buffer, vertices.dtype, 'colour' )
def __init__( self ): super( LegacyQuad, self ).__init__() global vertices self.use_shaders = True GL.glEnable(GL.GL_TEXTURE_2D) # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'uv' ] = TextureCoordAttribute.from_dtype( self.buffer, vertices.dtype, 'texture_coord' )