def __init__(self): super(Application, self).__init__() self.lastFrameTime = time.time() self.runTime = 0 self.angle = 0 self.camera = Camera() self.mouse_move_valid = False self.mouse_last_x = None self.mouse_last_y = None #Culling type. GL_BACK is the default. #glCullFace(GL_BACK) #glCullFace(GL_FRONT_AND_BACK) glEnable(GL_CULL_FACE) glEnable(GL_DEPTH_TEST) # glDisable(GL_CULL_FACE) glMatrixMode(GL_MODELVIEW) resSpecs1 = Application.define_reservoir1() red = (0.8, 0.1, 0.0, 1.0) blue = (0.0, 0.0, 1.0, 1.0) self.triangle1 = glGenLists(1) glNewList(self.triangle1, GL_COMPILE) glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red) Draw.TriangleEquil() glEndList() self.cube1 = glGenLists(1) glNewList(self.cube1, GL_COMPILE) glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red) glColor3f(red[0], red[1], red[2]) glPolygonMode(GL_FRONT, GL_FILL) Draw.DrawCube() glEndList() self.res1 = glGenLists(1) glNewList(self.res1, GL_COMPILE) glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red) glPolygonMode(GL_FRONT, GL_FILL) #(GL_FRONT_AND_BACK, GL_LINE) Draw.draw_res(resSpecs1) glEndList() self.lastFrameTime = time.time()