Пример #1
0
  def display(self) :
    
    if self.display_mode == "lined" :
      # Configuration of polygons lines displaying.
      glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)
      
      if self.lines_color :
	# Lines color configuration. 
	glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)
    
    
      for polygon in self.hexagons :
	# Loop over every hexagon from the polyhedron. 
	# For only lines displaying.
        glBegin(GL_POLYGON)
        for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
        glEnd()	
      
    
    elif self.display_mode == "faced" :
      # Configuration of polygons faces displaying.
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
      if self.pentagons_color and isinstance(self.pentagons_color,Color) :
	# Case one same color for the faces displaying.
	glColor4ubv(self.pentagons_color.get_ubyte_v())
      
      
	
      pentagons_color_index=0  # Iterator, case there are more than one color for the faces displaying.	
	
      if self.pentagons_color and isinstance(self.pentagons_color,Color) :
	# Case one same color for the faces displaying.
	glColor4ubv(self.pentagons_color.get_ubyte_v())
      
      for polygon in self.pentagons :
	# Loop over every pentagon from the polyhedron. 
	if self.pentagons_color and isinstance(self.pentagons_color,list) : 
	  # Case there are more than one color for the faces displaying.
	  glColor4ubv(self.pentagons_color[pentagons_color_index].get_ubyte_v())
	  
	glBegin(GL_POLYGON)
	for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
	glEnd()	
    
	pentagons_color_index += 1
      
      if self.hexagons_color and isinstance(self.hexagons_color,Color) :
	# Case one same color for the faces displaying.
	glColor4ubv(self.hexagons_color.get_ubyte_v())
	
      hexagons_color_index=0  # Iterator, case there are more than one color for the faces displaying. 	
	
      for polygon in self.hexagons :
	# Loop over every hexagon from the polyhedron. 
	if self.hexagons_color and isinstance(self.hexagons_color,list) : 
	  # Case there are more than one color for the faces displaying.
	  glColor4ubv(self.hexagons_color[hexagons_color_index].get_ubyte_v())
	  
	glBegin(GL_POLYGON)
	for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
	glEnd()
	hexagons_color_index += 1
      
    elif self.display_mode == "twice" :
      # Configuration of polygons faces displaying.
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
      if self.pentagons_color and isinstance(self.pentagons_color,Color) :
	# Case one same color for the faces displaying.
	glColor4ubv(self.pentagons_color.get_ubyte_v())
      
      
	
      pentagons_color_index=0	
      for polygon in self.pentagons :
	# Loop over every pentagon from the polyhedron. 
	if self.pentagons_color and isinstance(self.pentagons_color,list) : 
	  # Case there are more than one color for the faces displaying.
	  glColor4ubv(self.pentagons_color[pentagons_color_index].get_ubyte_v())
	  
	glBegin(GL_POLYGON)
	for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
	glEnd()	
    
	pentagons_color_index += 1
      
      if self.hexagons_color and isinstance(self.hexagons_color,Color) :
	# Case one same color for the faces displaying.
	glColor4ubv(self.hexagons_color.get_ubyte_v())
	
      hexagons_color_index=0  # Iterator, case there are more than one color for the faces displaying.	
	
      for polygon in self.hexagons :
	# Loop over every hexagon from the polyhedron. 
	if self.hexagons_color and isinstance(self.hexagons_color,list) :
	  # Case there are more than one color for the faces displaying.
	  glColor4ubv(self.hexagons_color[hexagons_color_index].get_ubyte_v())
	  
	glBegin(GL_POLYGON)
	for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
	glEnd()
	
	hexagons_color_index += 1
      
      # Configuration of polygons lines displaying.
      glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)
      
      if self.lines_color :
	# Lines color configuration. 
	glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)
    
    
      for polygon in self.hexagons :
	# Loop over every hexagon from the polyhedron.
	# For only lines displaying.
        glBegin(GL_POLYGON)
        for lines in polygon :
	  for v in lines :
	    # We loop over the every vertice from the polygon.
	    glVertex3fv(v.get_vertex())
        glEnd()	
      
    if self.display_ls :
      # Displaying the Localview.
      self.ls.display(self.side_length*4.0/10.0)
Пример #2
0
    def display(self):

        if self.display_mode == "lined":
            # Configuration of polygons lines displaying.
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

            if self.lines_color:
                # Lines color configuration.
                glColor4ubv(self.lines_color.get_ubyte_v())

            glLineWidth(self.lines_width)

            for polygon in self.quads:
                # Loop over every quad from the polyhedron.
                # For only lines displaying.
                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()

        elif self.display_mode == "faced":
            # Configuration of polygons faces displaying.
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

            if self.quads_color and isinstance(self.quads_color, Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.quads_color.get_ubyte_v())

            quads_color_index = 0  # Iterator, case there are more than one color for the faces displaying.

            if self.quads_color and isinstance(self.quads_color, Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.quads_color.get_ubyte_v())

            for polygon in self.quads:
                # Loop over every quad from the polyhedron.
                if self.quads_color and isinstance(self.quads_color, list):
                    # Case there are more than one color for the faces displaying.
                    glColor4ubv(
                        self.quads_color[quads_color_index].get_ubyte_v())

                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()

                quads_color_index += 1

            if self.triangles_color and isinstance(self.triangles_color,
                                                   Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.triangles_color.get_ubyte_v())

            triangles_color_index = 0  # Iterator, case there are more than one color for the faces displaying.

            for polygon in self.triangles:
                # Loop over every triangle from the polyhedron.
                if self.triangles_color and isinstance(self.triangles_color,
                                                       list):
                    # Case there are more than one color for the faces displaying.
                    glColor4ubv(self.triangles_color[triangles_color_index].
                                get_ubyte_v())

                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()
                triangles_color_index += 1

        elif self.display_mode == "twice":
            # Configuration of polygons faces displaying.
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

            if self.quads_color and isinstance(self.quads_color, Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.quads_color.get_ubyte_v())

            quads_color_index = 0  # Iterator, case there are more than one color for the faces displaying.

            if self.quads_color and isinstance(self.quads_color, Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.quads_color.get_ubyte_v())

            for polygon in self.quads:
                # Loop over every quad from the polyhedron.
                if self.quads_color and isinstance(self.quads_color, list):
                    glColor4ubv(
                        self.quads_color[quads_color_index].get_ubyte_v())

                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()

                quads_color_index += 1

            if self.triangles_color and isinstance(self.triangles_color,
                                                   Color):
                # Case one same color for the faces displaying.
                glColor4ubv(self.triangles_color.get_ubyte_v())

            triangles_color_index = 0  # Iterator, case there are more than one color for the faces displaying.

            for polygon in self.triangles:
                # Loop over every triangle from the polyhedron.
                if self.triangles_color and isinstance(self.triangles_color,
                                                       list):
                    # Case there are more than one color for the faces displaying.
                    glColor4ubv(self.triangles_color[triangles_color_index].
                                get_ubyte_v())

                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()
                triangles_color_index += 1

            # Configuration of polygons lines displaying.
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

            if self.lines_color:
                # Lines color configuration.
                glColor4ubv(self.lines_color.get_ubyte_v())

            glLineWidth(self.lines_width)

            for polygon in self.quads:
                # Loop over every quad from the polyhedron.
                # For only lines displaying.
                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()

        if self.display_ls:
            # Displaying the Localview.
            self.ls.display(self.side_length * 2.0 / 10.0)
Пример #3
0
    def display(self):
        ''' Icosahedron displaying method towards the settings. '''

        faces_color_index = 0  # Iterator, case there are more than one color for the faces displaying.

        if self.display_mode == "lined" or self.display_mode == "faced":

            if self.display_mode == "lined" and self.lines_color:
                # Configuration of polygons lines displaying.
                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

                if self.lines_color:
                    # Lines color configuration.
                    glColor4ubv(self.lines_color.get_ubyte_v())

                glLineWidth(self.lines_width)

            elif self.display_mode == "faced":
                # Configuration of polygons faces displaying.
                glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

                if self.faces_color and isinstance(self.faces_color, Color):
                    # Faces colorizing configuration.
                    glColor4ubv(self.faces_color.get_ubyte_v())

            for polygon in self.polyhedron:
                # We loop over the polyhedron polygons container.

                if self.faces_color and isinstance(
                        self.faces_color,
                        list) and self.display_mode == "faced":
                    # Faces multi-colorizing configuration.
                    glColor4ubv(
                        self.faces_color[faces_color_index].get_ubyte_v())

                # Displaying one polygon:
                glBegin(GL_POLYGON)
                for v in polygon:
                    # We loop over the every vertice from the polygon.
                    glVertex3fv(v.get_vertex())
                glEnd()

                faces_color_index += 1

        elif self.display_mode == "twice":

            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

            if self.faces_color and isinstance(self.faces_color, Color):
                glColor4ubv(self.faces_color.get_ubyte_v())

            for faces in self.polyhedron:
                # We loop over the polyhedron polygons container.

                if self.faces_color and isinstance(self.faces_color, list):
                    # Faces multi-colorizing configuration.
                    glColor4ubv(
                        self.faces_color[faces_color_index].get_ubyte_v())

                # Displaying one polygon face:
                glBegin(GL_POLYGON)
                for v in faces:
                    # We loop over the every vertice from the face.
                    glVertex3fv(v.get_vertex())
                glEnd()

                faces_color_index += 1

            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

            if self.lines_color:
                # Lines color configuration.
                glColor4ubv(self.lines_color.get_ubyte_v())

            glLineWidth(self.lines_width)

            # Displaying one polygon face edges:
            for faces in self.polyhedron:

                glBegin(GL_POLYGON)
                for v in faces:
                    # We loop over the every vertice from the face.
                    glVertex3fv(v.get_vertex())
                glEnd()

        if self.display_ls:
            # Displaying the Localview.
            self.ls.display(self.side_length * 2.0 / 10.0)
Пример #4
0
  def display(self) :
    ''' Icosahedron displaying method towards the settings. '''
    
    
    faces_color_index=0  # Iterator, case there are more than one color for the faces displaying.
    
    if self.display_mode == "lined" or self.display_mode == "faced" :
      
      if self.display_mode == "lined" and self.lines_color :
	  # Configuration of polygons lines displaying.
	  glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)
	  
	  if self.lines_color :
	    # Lines color configuration. 
	    glColor4ubv(self.lines_color.get_ubyte_v())

	  glLineWidth(self.lines_width)
	
      elif self.display_mode == "faced" :
	# Configuration of polygons faces displaying.
	glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
	
	if self.faces_color and isinstance(self.faces_color,Color) :
	  # Faces colorizing configuration.
	  glColor4ubv(self.faces_color.get_ubyte_v())
      
      for polygon in self.polyhedron :
	# We loop over the polyhedron polygons container.
	
	if self.faces_color and isinstance(self.faces_color,list) and self.display_mode == "faced" : 
	  # Faces multi-colorizing configuration.
	  glColor4ubv(self.faces_color[faces_color_index].get_ubyte_v())
	
	# Displaying one polygon:
	glBegin(GL_POLYGON)
	for v in polygon :
	  # We loop over the every vertice from the polygon.
	  glVertex3fv(v.get_vertex())
	glEnd()	
	
	faces_color_index += 1 
      
    elif self.display_mode == "twice" :
      
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)
      
      if self.faces_color and isinstance(self.faces_color,Color) :
	glColor4ubv(self.faces_color.get_ubyte_v())
	
      for faces in self.polyhedron :
	# We loop over the polyhedron polygons container.
	
	if self.faces_color and isinstance(self.faces_color,list) :
	  # Faces multi-colorizing configuration.
	  glColor4ubv(self.faces_color[faces_color_index].get_ubyte_v())
	  
	# Displaying one polygon face:  
	glBegin(GL_POLYGON)
        for v in faces :
	   # We loop over the every vertice from the face.
	  glVertex3fv(v.get_vertex())
        glEnd()
        
        faces_color_index += 1  
        
      glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)
      
      if self.lines_color :
	# Lines color configuration. 
	glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)
      
      # Displaying one polygon face edges: 
      for faces in self.polyhedron :
	
	glBegin(GL_POLYGON)
        for v in faces :
	  # We loop over the every vertice from the face.
	  glVertex3fv(v.get_vertex())
        glEnd() 
      
    if self.display_ls :
      # Displaying the Localview.
      self.ls.display(self.side_length*2.0/10.0)
Пример #5
0
  def display(self) :
    if self.display_mode == "lined" :
      
      if self.lines_color :	
        # Lines color configuration. 
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
     
      i=-1
      boolean=False

      while i < len(self.trigons)-1 :
	# Loop to display the triangles from our sphere.
	# Throught iterating over the polygons on the XZ surface.
	ii=-1
	while ii < len(self.trigons[i])-1 :
          glBegin(GL_LINE_LOOP)
	  if boolean :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii].get_vertex())
	  else :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii+1].get_vertex())
          glEnd()
	  ii += 1

	if boolean :
	  boolean=False
	else :
	  boolean=True

	i += 1
	  
    elif self.display_mode == "faced" :
      
      if self.faces_color :	
        # Faces color configuration. 
        glColor4ubv(self.faces_color.get_ubyte_v())
      
      i=-1
      boolean=False

      while i < len(self.trigons)-1 :
	# Loop to display the triangles from our sphere.
	# Throught iterating over the polygons on the XZ surface.
	ii=-1
	while ii < len(self.trigons[i])-1 :
          glBegin(GL_TRIANGLES)
	  if boolean :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii].get_vertex())
	  else :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii+1].get_vertex())
          glEnd()
	  ii += 1

	if boolean :
	  boolean=False
	else :
	  boolean=True

	i += 1
		  
      
    if self.display_mode == "twice" :  
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) 
      
      if self.faces_color :
         # Faces color configuration. 	
        glColor4ubv(self.faces_color.get_ubyte_v())
      
      
      i=-1
      boolean=False

      while i < len(self.trigons)-1 :
	# Loop to display the triangles from our sphere.
	# Throught iterating over the polygons on the XZ surface.
	ii=-1
	while ii < len(self.trigons[i])-1 :
          glBegin(GL_TRIANGLES)
	  if boolean :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii].get_vertex())
	  else :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii+1].get_vertex())
          glEnd()
	  ii += 1

	if boolean :
	  boolean=False
	else :
	  boolean=True

	i += 1
	
      if self.lines_color :
         # Lines color configuration. 	
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
     
      i=-1
      boolean=False

      while i < len(self.trigons)-1 :
	# Loop to display the triangles from our sphere.
	# Throught iterating over the polygons on the XZ surface.
	ii=-1
	while ii < len(self.trigons[i])-1 :
          glBegin(GL_LINE_LOOP)
	  if boolean :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii].get_vertex())
	  else :
	    glVertex3fv(self.trigons[i][ii].get_vertex())
	    glVertex3fv(self.trigons[i][ii+1].get_vertex())
	    glVertex3fv(self.trigons[i+1][ii+1].get_vertex())
          glEnd()
	  ii += 1

	if boolean :
	  boolean=False
	else :
	  boolean=True

	i += 1

    if self.display_ls :
      # Displaying the Localview.
      self.ls.display(self.radius*2.0/10.0)
Пример #6
0
  def display(self) :
    if self.display_mode == "lined" :
      if self.lines_color :
        # Lines color configuration. 	
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
      
      i=0
      while i < len(self.polygons) :
	# Loop displaying the lines of the polygons on an surface of the sphere.
	# We process by crossing the line displaying.
	ii=0
	glBegin(GL_LINE_LOOP)
	while ii < len(self.polygons[i]) :
	  glVertex3fv(self.polygons[i][ii].get_vertex())
	  ii += 1 
	glEnd()
	i += 1    
      
      
      i=0
      while i < len(self.polygons) :
	# Loop displaying the lines of the polygons on an surface of the sphere.
	# We process by crossing the line displaying.
	ii=0
	glBegin(GL_LINE_LOOP)
	while ii < len(self.polygons[i]) : 
	  glVertex3fv(self.polygons[ii][i].get_vertex())
	  ii += 1  
	glEnd()
	i += 1
	
    elif self.display_mode == "faced" :
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) 
      
      if self.faces_color :
	# Faces color configuration. 
        glColor4ubv(self.faces_color.get_ubyte_v())
	
      i=0	
      while i < len(self.polygons) :
	# Iteration over the polygon container variable to compute the quads.
	ii=0
	while ii < self.basis-1 :
	  # We compute the quads: for spheres quads displaying.
	  glBegin(GL_QUADS)
	  if not i == self.basis-1 :
	    glVertex3fv(self.polygons[i][ii].get_vertex())
	    glVertex3fv(self.polygons[i+1][ii].get_vertex())
	    glVertex3fv(self.polygons[i+1][ii+1].get_vertex())
	    glVertex3fv(self.polygons[i][ii+1].get_vertex())
	  else :
	    glVertex3fv(self.polygons[i][ii].get_vertex())
	    glVertex3fv(self.polygons[0][ii].get_vertex())
	    glVertex3fv(self.polygons[0][ii+1].get_vertex())
	    glVertex3fv(self.polygons[i][ii+1].get_vertex())
          
          glEnd()
          
	  ii += 1
	i += 1
		  
      
    elif self.display_mode == "twice" :  
      glPolygonMode(GL_FRONT_AND_BACK,GL_FILL) 
      
      if self.faces_color :
        glColor4ubv(self.faces_color.get_ubyte_v())
	
      i=0	
      while i < len(self.polygons) :
	# Iteration over the polygon container variable to compute the quads.
	ii=0
	while ii < self.basis-1 :
	  # We compute the quads: for spheres quads displaying.
	  glBegin(GL_QUADS)
	  if not i == self.basis-1 :
	    glVertex3fv(self.polygons[i][ii].get_vertex())
	    glVertex3fv(self.polygons[i+1][ii].get_vertex())
	    glVertex3fv(self.polygons[i+1][ii+1].get_vertex())
	    glVertex3fv(self.polygons[i][ii+1].get_vertex())
	  else :
	    glVertex3fv(self.polygons[i][ii].get_vertex())
	    glVertex3fv(self.polygons[0][ii].get_vertex())
	    glVertex3fv(self.polygons[0][ii+1].get_vertex())
	    glVertex3fv(self.polygons[i][ii+1].get_vertex())
          
          glEnd()
          
	  ii += 1
	i += 1
	
      if self.lines_color :
        # Lines color configuration. 	
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
      
      i=0
      while i < len(self.polygons) :
	# Loop displaying the lines of the polygons on an surface of the sphere.
	# We process by crossing the line displaying.
	ii=0
	glBegin(GL_LINE_LOOP)
	while ii < len(self.polygons[i]) :
	  glVertex3fv(self.polygons[i][ii].get_vertex())
	  ii += 1 
	glEnd()
	i += 1    
      
      
      i=0
      while i < len(self.polygons) :
	# Loop displaying the lines of the polygons on an surface of the sphere.
	# We process by crossing the line displaying.
	ii=0
	glBegin(GL_LINE_LOOP)
	while ii < len(self.polygons[i]) : 
	  glVertex3fv(self.polygons[ii][i].get_vertex())
	  ii += 1  
	glEnd()
	i += 1	
	
    if self.display_ls :
      # Displaying the Localview.
      self.ls.display(self.radius*2.0/10.0)	
Пример #7
0
  def display(self) :
    if self.display_mode == "lined" :
      if self.lines_color :
        # Lines color configuration. 	
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
      
      i=0
      while i < len(self.toros) :
	glBegin(GL_LINE_LOOP)
	for v in self.toros[i] :
	  glVertex3fv(v.get_vertex())
	glEnd()
	i += 1
      
      i=-1
      while i < len(self.toros)-1 :
	ii=0
	while ii < len(self.toros[i]) :
	  glBegin(GL_LINES)
	  glVertex3fv(self.toros[i][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii].get_vertex())
	  glEnd()
	  ii += 1
	i += 1	
	
    elif self.display_mode == "faced" :
      
      if self.faces_color :
	# Faces color configuration. 
        glColor4ubv(self.faces_color.get_ubyte_v())
	
      i=-1
      while i < len(self.toros)-1 :
	ii=-1
	while ii < len(self.toros[i])-1 :
	  glBegin(GL_QUADS)
	  glVertex3fv(self.toros[i][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii+1].get_vertex())
	  glVertex3fv(self.toros[i][ii+1].get_vertex())
	  glEnd()
	  ii += 1
	i += 1	
		    
      
    elif self.display_mode == "twice" :  
      
      if self.faces_color :
        glColor4ubv(self.faces_color.get_ubyte_v())
	
      i=-1
      while i < len(self.toros)-1 :
	ii=-1
	while ii < len(self.toros[i])-1 :
	  glBegin(GL_QUADS)
	  glVertex3fv(self.toros[i][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii+1].get_vertex())
	  glVertex3fv(self.toros[i][ii+1].get_vertex())
	  glEnd()
	  ii += 1
	i += 1	
	
      if self.lines_color :
        # Lines color configuration. 	
        glColor4ubv(self.lines_color.get_ubyte_v())
      
      glLineWidth(self.lines_width)    # Setting the line width given as argument.
      
      i=0
      while i < len(self.toros) :
	glBegin(GL_LINE_LOOP)
	for v in self.toros[i] :
	  glVertex3fv(v.get_vertex())
	glEnd()
	i += 1
      
      i=-1
      while i < len(self.toros)-1 :
	ii=0
	while ii < len(self.toros[i]) :
	  glBegin(GL_LINES)
	  glVertex3fv(self.toros[i][ii].get_vertex())
	  glVertex3fv(self.toros[i+1][ii].get_vertex())
	  glEnd()
	  ii += 1
	i += 1	
	
    if self.display_ls :
      # Displaying the Localview.
      self.ls.display(self.base_radius*2.0/10.0)