glColor4f(1.0, 1.0, 1.0, 1.0) glEnable(GL_TEXTURE_2D) #glDisable(GL_TEXTURE_GEN_S) #glDisable(GL_TEXTURE_GEN_T) glBindTexture(GL_TEXTURE_2D, self._texture) glBegin(GL_TRIANGLES) glTexCoord2d(0.0, 0.0) glVertex3f(0.0, 0.0, 0.0) glTexCoord2d(1.0, 0.0) glVertex3f(1.0, 0.0, 0.0) glTexCoord2d(1.0, 1.0) glVertex3f(1.0, 1.0, 0.0) glTexCoord2d(1.0, 1.0) glVertex3f(1.0, 1.0, 0.0) glTexCoord2d(0.0, 1.0) glVertex3f(0.0, 1.0, 0.0) glTexCoord2d(0.0, 0.0) glVertex3f(0.0, 0.0, 0.0) glEnd() if logshade: self._logShader.Unbind() glBindTexture(GL_TEXTURE_2D, 0) #glDeleteTextures(self._texture) #glDeleteFramebuffers(2,[self._frame,self._depth]) if __name__ == "__main__": import Visualisation Visualisation.TestRamses()