def __init__(self): ''' Constructor ''' self.labels = [] self.label_maker = LabelMaker(True) self.texture = None self.vertex_buffer = VertexBuffer(4, False) self.index_buffer = IndexBuffer(6) #private Paint mLabelPaint = new Paint(); #mLabelPaint.setAntiAlias(true); self.vertex_buffer.add_point(0, 0, 0) # Bottom left self.vertex_buffer.add_point(0, 1, 0) # Top left self.vertex_buffer.add_point(1, 0, 0) # Bottom right self.vertex_buffer.add_point(1, 1, 0) # Top right # Triangle one: bottom left, top left, bottom right. self.index_buffer.add_index(0) self.index_buffer.add_index(1) self.index_buffer.add_index(2) # Triangle two: bottom right, top left, top right. self.index_buffer.add_index(2) self.index_buffer.add_index(1) self.index_buffer.add_index(3)
def reload(self, gl, full_reload): # We need to regenerate the texture. If we're re-creating the surface # (fullReload=true), all resources were automatically released by OpenGL, # so we don't want to try to release it again. Otherwise, we need to # release it to avoid a resource leak (shutdown takes # care of freeing the texture). if not full_reload and self.label_maker == None: self.label_maker.shutdown(gl) self.label_maker = LabelMaker(True) self.texture_ref = self.label_maker.initialize(gl, self.render_state, self.labels, self.texture_manager)