out vec4 color; void main() { color = vec4(0.04, 0.04, 0.04, 1.0); } ''') prog = GL.NewProgram([vert, frag]) GL.SetUniform(prog['znear'], 0.1) GL.SetUniform(prog['zfar'], 1000.0) GL.SetUniform(prog['ratio'], 16 / 9) GL.SetUniform(prog['fovy'], 60) GL.SetUniform(prog['eye'], 3, 3, 3) GL.SetUniform(prog['center'], 0, 0, 0) GL.SetUniform(prog['up'], 0, 0, 1) grid = bytes() for i in range(0, 65): grid += struct.pack('6f', i - 32, -32.0, 0.0, i - 32, 32.0, 0.0) grid += struct.pack('6f', -32.0, i - 32, 0.0, 32.0, i - 32, 0.0) vbo = GL.NewVertexBuffer(grid) vao = GL.NewVertexArray(prog, vbo, '3f', ['vert']) while WND.Update(): GL.Clear(240, 240, 240) GL.RenderLines(vao, 65 * 4)
GL.NewUniformBuffer() GL.NewVertexArray() GL.NewVertexBuffer() GL.NewVertexShader() GL.ReadPixel() GL.ReadPixels() GL.ReadDepthPixel() GL.ReadDepthPixels() GL.ReadStorageBuffer() GL.RenderLineLoop() GL.RenderLineStrip() GL.RenderLines() GL.RenderPoints() GL.RenderTriangleFan() GL.RenderTriangleStrip() GL.RenderTriangles() GL.RenderLinesAdjacency() GL.RenderLineStripAdjacency() GL.RenderTrianglesAdjacency() GL.RenderTriangleStripAdjacency() GL.SetTextureFiltered() GL.SetTextureMipmapped() GL.SetTexturePixelated() GL.SetUniform() GL.SetUniformMatrix()