def __init__(self): Util.RenderCycle.__init__(self) self.objects = [] for x in range(-10, 10, 4): for y in range(10, 14, 4): for z in range(-10, 10, 4): o1 = Util.Model.PhysicsObject("test_model.xml", v3.GLKVector3Make(x, y, z)) self.objects.append(o1) for _ in range(0, 25): o1 = Util.Model.PhysicsObject("test_model.xml", v3.GLKVector3Make(0, 0, 0)) self.objects.append(o1) o1 = Util.Model.XMLModel("plane.xml", v3.GLKVector3Make(-20, 0, -20)) o1.model = m4.GLKMatrix4Scale(o1.model, 100, 100, 100) self.objects.append(o1) self.v = Util.Shader.ShaderSource(VERTEX_SHADER_SOURCE, GL_VERTEX_SHADER) self.f = Util.Shader.ShaderSource(FRAGMENT_SHADER_SOURCE, GL_FRAGMENT_SHADER) self.sp = Util.Shader.ShaderProgram(self.v, self.f) self.eye = PhysicsCamera(v3.GLKVector3Make(-20, 10, -20), yaw=0, pitch=0) self.projection = m4.GLKMatrix4MakePerspective(45.0, 800.0 / 600.0, 0.1, 1000.0) self.view = self.eye.view self.model = m4.GLKMatrix4Identity() self.rt = 0 self.ut = 0 self.texture = None glviewv.add_subview(setting_view) setting_view.send_to_back()