pygame.font.init() fpsFont = pygame.font.Font( pygame.font.get_default_font(), 14 ) #glEnable( GL_CULL_FACE ) glEnable( GL_DEPTH_TEST ) glDepthFunc(GL_LESS) glClearColor( 0.1, 0.1, 0.5, 0. ) programId = loadShaders( "shaders/simple.vertexshader", "shaders/simple.fragmentshader" ) matrixId = glGetUniformLocation( programId, b'MVP' ) textureSamplerId = glGetUniformLocation( programId, b'textureSampler' ) terrain = Terrain( 256, 256 ) vert_array, norm_array, index_array = terrain.get_arrays() vert_norm_vbo = vbo.VBO( numpy.concatenate( (vert_array, norm_array) ) ) index_vbo = vbo.VBO( index_array, target = GL_ELEMENT_ARRAY_BUFFER ) ##Framebuffer rendering code framebufferName = glGenFramebuffers(1) glBindFramebuffer( GL_FRAMEBUFFER, framebufferName ) renderedTexture = glGenTextures(1) glBindTexture( GL_TEXTURE_2D, renderedTexture ) glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, HEIGHT, WIDTH, 0, GL_RGB, GL_UNSIGNED_BYTE, null ) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )