def draw(self): """ Must be drawn whene TEXTURE1 is active and TEXTURE_2D is enabled """ intf.glActiveTexture(intf.GL_TEXTURE1) intf.glBindTexture(intf.GL_TEXTURE_2D, self.texture.name) intf.glPushMatrix() intf.glTranslatef(self.pos[0], self.pos[1], self.pos[2]) intf.glRotatef(self.rotate[0], 1, 0, 0) intf.glRotatef(self.rotate[2], 0, 0, 1) intf.glCallList(self.list) # intf.glutSolidSphere(1,10,10) intf.glPopMatrix()
def newGLTexture(self): self.name = intf.glGenTextures(1) intf.glActiveTexture (intf.GL_TEXTURE1) intf.glBindTexture(intf.GL_TEXTURE_2D,self.name) intf.glTexParameteri(intf.GL_TEXTURE_2D, intf.GL_TEXTURE_WRAP_S, intf.GL_REPEAT) intf.glTexParameteri(intf.GL_TEXTURE_2D, intf.GL_TEXTURE_WRAP_T, intf.GL_REPEAT) intf.glTexParameteri(intf.GL_TEXTURE_2D, intf.GL_TEXTURE_MAG_FILTER, intf.GL_NEAREST) intf.glTexParameteri(intf.GL_TEXTURE_2D, intf.GL_TEXTURE_MIN_FILTER, intf.GL_NEAREST) intf.glTexImage2D(intf.GL_TEXTURE_2D, 0,self.internFormat, self.size[0],self.size[1],0, self.texFormat,intf.GL_UNSIGNED_BYTE,self.texels) if pyCaveOptions['debug']: print 'TGALOADER: Stored 2D texture in OpenGL with name', self.name
def drawString(text, scale=1.0, translate=(0,0), font=intf.GLUT_STROKE_ROMAN):##font=intf.GLUT_BITMAP_TIMES_ROMAN_24 #disable texturing intf.glActiveTexture (intf.GL_TEXTURE1) intf.glDisable(intf.GL_TEXTURE_2D) intf.glActiveTexture (intf.GL_TEXTURE0) intf.glDisable(intf.GL_TEXTURE_2D) intf.glMatrixMode(intf.GL_MODELVIEW) intf.glPushMatrix() intf.glTranslatef(-1,0,0) intf.glTranslatef(translate[0],translate[1],0) intf.glScalef(0.0006,0.0006,0) intf.glScalef(scale,scale,0) for c in text: intf.glutStrokeCharacter(font,ord(c)) intf.glPopMatrix() #reenable texturing intf.glEnable(intf.GL_TEXTURE_2D) intf.glActiveTexture (intf.GL_TEXTURE1) intf.glEnable(intf.GL_TEXTURE_2D)
def drawGeometry(self): """ Send geometry to opengl """ intf.glActiveTexture (intf.GL_TEXTURE0) #UNTEXTURED intf.glActiveTexture (intf.GL_TEXTURE1) intf.glDisable (intf.GL_TEXTURE_2D) self.gameplay.tunnel.drawObstacles() self.gameplay.tunnel.draw () intf.glEnable (intf.GL_TEXTURE_2D) #TEXTURED self.gameplay.ship.draw () #SPRITES intf.glDisable (intf.GL_DEPTH_TEST) self.gameplay.ship.drawSmoke () intf.glEnable (intf.GL_DEPTH_TEST) intf.glActiveTexture (intf.GL_TEXTURE0) intf.glEnable(intf.GL_TEXTURE_2D)