Python pygame.OPENGL Examples
The following are 18
code examples of pygame.OPENGL().
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Example #1
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_gl_set_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_set_attribute: # pygame.display.gl_set_attribute(flag, value): return None # request an opengl display attribute for the display mode # # When calling pygame.display.set_mode() with the pygame.OPENGL flag, # Pygame automatically handles setting the OpenGL attributes like # color and doublebuffering. OpenGL offers several other attributes # you may want control over. Pass one of these attributes as the flag, # and its appropriate value. This must be called before # pygame.display.set_mode() # # The OPENGL flags are; # GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE, # GL_ACCUM_GREEN_SIZE, GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE, # GL_MULTISAMPLEBUFFERS, GL_MULTISAMPLESAMPLES, GL_STEREO self.fail()
Example #2
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #3
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #4
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #5
Source File: integrations_all_in_one.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def main_pygame(): pygame.init() size = 800, 600 pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL) io = imgui.get_io() io.fonts.add_font_default() io.display_size = size renderer = PygameRenderer() while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() renderer.process_event(event) imgui.new_frame() on_frame() # note: cannot use screen.fill((1, 1, 1)) because pygame's screen # does not support fill() on OpenGL sufraces gl.glClearColor(1, 1, 1, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() pygame.display.flip()
Example #6
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_gl_set_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_set_attribute: # pygame.display.gl_set_attribute(flag, value): return None # request an opengl display attribute for the display mode # # When calling pygame.display.set_mode() with the pygame.OPENGL flag, # Pygame automatically handles setting the OpenGL attributes like # color and doublebuffering. OpenGL offers several other attributes # you may want control over. Pass one of these attributes as the flag, # and its appropriate value. This must be called before # pygame.display.set_mode() # # The OPENGL flags are; # GL_ALPHA_SIZE, GL_DEPTH_SIZE, GL_STENCIL_SIZE, GL_ACCUM_RED_SIZE, # GL_ACCUM_GREEN_SIZE, GL_ACCUM_BLUE_SIZE, GL_ACCUM_ALPHA_SIZE, # GL_MULTISAMPLEBUFFERS, GL_MULTISAMPLESAMPLES, GL_STEREO self.fail()
Example #7
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_gl_get_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_get_attribute: # pygame.display.gl_get_attribute(flag): return value # get the value for an opengl flag for the current display # # After calling pygame.display.set_mode() with the pygame.OPENGL flag, # it is a good idea to check the value of any requested OpenGL # attributes. See pygame.display.gl_set_attribute() for a list of # valid flags. # self.fail()
Example #8
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_gl_get_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_get_attribute: # pygame.display.gl_get_attribute(flag): return value # get the value for an opengl flag for the current display # # After calling pygame.display.set_mode() with the pygame.OPENGL flag, # it is a good idea to check the value of any requested OpenGL # attributes. See pygame.display.gl_set_attribute() for a list of # valid flags. # self.fail()
Example #9
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #10
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_gl_get_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_get_attribute: # pygame.display.gl_get_attribute(flag): return value # get the value for an opengl flag for the current display # # After calling pygame.display.set_mode() with the pygame.OPENGL flag, # it is a good idea to check the value of any requested OpenGL # attributes. See pygame.display.gl_set_attribute() for a list of # valid flags. # self.fail()
Example #11
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_gl_get_attribute(self): # __doc__ (as of 2008-08-02) for pygame.display.gl_get_attribute: # pygame.display.gl_get_attribute(flag): return value # get the value for an opengl flag for the current display # # After calling pygame.display.set_mode() with the pygame.OPENGL flag, # it is a good idea to check the value of any requested OpenGL # attributes. See pygame.display.gl_set_attribute() for a list of # valid flags. # self.fail()
Example #12
Source File: gl_display_context.py From MCEdit-Unified with ISC License | 5 votes |
def displayMode(): return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF
Example #13
Source File: window.py From moderngl-window with MIT License | 5 votes |
def __init__(self, **kwargs): super().__init__(**kwargs) pygame.display.init() pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, self.gl_version[0]) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, self.gl_version[1]) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_PROFILE_MASK, pygame.GL_CONTEXT_PROFILE_CORE) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1) pygame.display.gl_set_attribute(pygame.GL_DOUBLEBUFFER, 1) pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 24) if self.samples > 1: pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, self.samples) self._depth = 24 self._flags = pygame.OPENGL | pygame.DOUBLEBUF if self.fullscreen: self._flags |= pygame.FULLSCREEN info = pygame.display.Info() desktop_size = info.current_w, info.current_h self._width, self._height = desktop_size self._buffer_width, self._buffer_height = self._width, self._height else: if self.resizable: self._flags |= pygame.RESIZABLE self._set_mode() self.title = self._title self.cursor = self._cursor self.init_mgl_context() self.set_default_viewport()
Example #14
Source File: Base.py From three.py with MIT License | 5 votes |
def setWindowSize(self, width, height): self.screenSize = (width, height) self.displayFlags = pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE self.screen = pygame.display.set_mode( self.screenSize, self.displayFlags ) # implement by extending class
Example #15
Source File: scene.py From wasabi2d with GNU Lesser General Public License v3.0 | 5 votes |
def _make_context(self, width, height): """Create the ModernGL context.""" glconfig = { 'GL_CONTEXT_MAJOR_VERSION': 4, 'GL_CONTEXT_PROFILE_MASK': pygame.GL_CONTEXT_PROFILE_CORE, } for k, v in glconfig.items(): k = getattr(pygame, k) pygame.display.gl_set_attribute(k, v) dims = width, height flags = pygame.OPENGL | pygame.DOUBLEBUF if self.fullscreen: # SDL's detection for "legacy" fullscreen seems to fail on # Ubuntu 16.04 at least. Set an environment variable so that it # asks the Window Manager for full screen mode instead. # https://github.com/spurious/SDL-mirror/blob/c8b01e282dfd49ea8bbf1faec7fd65d869ea547f/src/video/x11/SDL_x11window.c#L1468 os.environ['SDL_VIDEO_X11_LEGACY_FULLSCREEN'] = "0" flags |= pygame.FULLSCREEN if not self._scaler: self._scaler = 'linear' dims = 0, 0 elif self._scaler: flags |= pygame.SCALED pygame.display.set_mode( dims, flags=flags, depth=24 ) ctx = moderngl.create_context(require=410) self._real_size = pygame.display.get_window_size() if self._real_size != (width, height): self.drawer = self._make_scaler(ctx, (width, height)) return ctx
Example #16
Source File: main.py From python-examples with MIT License | 4 votes |
def display_cube(): WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 pygame.init() pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.DOUBLEBUF | pygame.OPENGL) OpenGL.GLU.gluPerspective(45, (WINDOW_WIDTH/WINDOW_HEIGHT), 0.1, 50.0) OpenGL.GL.glTranslatef(0.0, 0.0, -10) show_cube_1 = True show_cube_2 = True show_lines = True running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_1: show_cube_1 = not show_cube_1 elif event.key == pygame.K_2: show_cube_2 = not show_cube_2 elif event.key == pygame.K_0: show_lines = not show_lines OpenGL.GL.glRotate(1, 3, 10, 10) # (angle,x,y,z) OpenGL.GL.glClear(OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT) if show_cube_1: cube(vertices1, edges) # large cube if show_cube_2: cube(vertices2, edges) # small cube if show_lines: lines(vertices1, vertices2) pygame.display.flip() pygame.time.wait(10) pygame.quit() # ---
Example #17
Source File: gl_display_context.py From GDMC with ISC License | 4 votes |
def displayMode(): return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF
Example #18
Source File: integrations_pygame.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 4 votes |
def main(): pygame.init() size = 800, 600 pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) imgui.create_context() impl = PygameRenderer() io = imgui.get_io() io.display_size = size while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() impl.process_event(event) imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Cmd+Q', False, True ) if clicked_quit: exit(1) imgui.end_menu() imgui.end_main_menu_bar() imgui.show_test_window() imgui.begin("Custom window", True) imgui.text("Bar") imgui.text_colored("Eggs", 0.2, 1., 0.) imgui.end() # note: cannot use screen.fill((1, 1, 1)) because pygame's screen # does not support fill() on OpenGL sufraces gl.glClearColor(1, 1, 1, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) pygame.display.flip()