Python pyglet.gl.glDisable() Examples
The following are 9
code examples of pyglet.gl.glDisable().
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Example #1
Source File: test_image.py From pyglet with BSD 3-Clause "New" or "Revised" License | 6 votes |
def draw_triangle_left(self): if self.show_triangle_left: w = 200 h = 200 x = self.window.width // 4 - w // 2 y = (self.window.height - h) // 2 gl.glEnable(gl.GL_DEPTH_TEST) gl.glBegin(gl.GL_TRIANGLES) gl.glColor4f(1, 0, 0, 1) gl.glVertex3f(x, y, -1) gl.glColor4f(0, 1, 0, 1) gl.glVertex3f(x+w, y, 0) gl.glColor4f(0, 0, 1, 1) gl.glVertex3f(x, y+h, 1) gl.glEnd() gl.glDisable(gl.GL_DEPTH_TEST) gl.glColor4f(1, 1, 1, 1)
Example #2
Source File: render.py From RLSchool with Apache License 2.0 | 5 votes |
def _setup_2d(self): w, h = self.get_size() gl.glDisable(gl.GL_DEPTH_TEST) viewport = self.get_viewport_size() gl.glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, max(1, w), 0, max(1, h), -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glLoadIdentity()
Example #3
Source File: simulator.py From VerifAI with BSD 3-Clause "New" or "Revised" License | 5 votes |
def on_draw(self): self.window.clear() gl.glMatrixMode(gl.GL_PROJECTION) gl.glPushMatrix() gl.glLoadIdentity() self.camera() gl.glEnable(self.background.target) gl.glEnable(gl.GL_BLEND) gl.glBindTexture(self.background.target, self.background.id) W = 10000. graphics.draw(4, gl.GL_QUADS, ('v2f', (-W, -W, W, -W, W, W, -W, W)), ('t2f', (0., 0., W * 5., 0., W * 5., W * 5., 0., W * 5.)) ) gl.glDisable(self.background.target) for lane in self.world.lanes: self.draw_lane_surface(lane) self.draw_lane_lines(lane) for obj in self.world.objects: self.draw_object(obj) for car in self.world.cars: self.draw_car(car.trajectory[-1], car.color) gl.glPopMatrix() self.label.text = self.task_name self.label.draw() self.iter +=1 if self.iter%10 == 0: print('Iterations: ', self.iter) if self.iter == self.max_iters: self.event_loop.exit()
Example #4
Source File: gs_running.py From pycraft with MIT License | 5 votes |
def set_2d(self, size): """Configure OpenGL to draw in 2d.""" width, height = size GL.glDisable(GL.GL_DEPTH_TEST) GL.glViewport(0, 0, width, height) GL.glMatrixMode(GL.GL_PROJECTION) GL.glLoadIdentity() GL.glOrtho(0, width, 0, height, -1, 1) GL.glMatrixMode(GL.GL_MODELVIEW) GL.glLoadIdentity()
Example #5
Source File: test_multitexture.py From pyglet with BSD 3-Clause "New" or "Revised" License | 5 votes |
def _unbind_texture(self, i): gl.glActiveTexture((gl.GL_TEXTURE0, gl.GL_TEXTURE1, gl.GL_TEXTURE2)[i]) gl.glDisable(gl.GL_TEXTURE_2D)
Example #6
Source File: draw.py From Pyno with MIT License | 5 votes |
def unset_state(self): gl.glDisable(gl.GL_POLYGON_SMOOTH) gl.glDisable(gl.GL_BLEND)
Example #7
Source File: draw.py From Pyno with MIT License | 5 votes |
def quad_aligned(x, y, w, h, color): quad_data = pyglet.graphics.vertex_list_indexed( 4, [0, 1, 2, 2, 3, 0], ('v2i', (x, y, x + w, y, x + w, y + h, x, y + h)), ('c4B', color * 4)) gl.glEnable(gl.GL_BLEND) quad_data.draw(pyglet.gl.GL_TRIANGLES) gl.glDisable(gl.GL_BLEND)
Example #8
Source File: draw.py From Pyno with MIT License | 5 votes |
def selector(init, corner): '''Selection tool representation''' quad_data = pyglet.graphics.vertex_list_indexed( 4, [0, 1, 2, 2, 3, 0], ('v2i', (init[0], init[1], corner[0], init[1], corner[0], corner[1], init[0], corner[1])), ('c4B', (120, 200, 255, 50) * 4)) # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) quad_data.draw(gl.GL_TRIANGLES) gl.glDisable(gl.GL_BLEND)
Example #9
Source File: render.py From RLSchool with Apache License 2.0 | 4 votes |
def show_drone(self, position, rotation): """ Show the drone 3D model with corresponding translation and rotation. """ # Get the transform matrix for drone 3D model x, z, y = position transform = np.eye(4) transform[:3, 3] = [x, y, z] # NOTE: change the view size of drone 3D model transform[0, 0] = 2.5 transform[1, 1] = 2.5 transform[2, 2] = 2.5 # Match drone model space x-y-z to openGL x-z-y # TODO: read the config.json and match the propeller positions model_space_transform = rotation_transform_mat(-np.pi / 2, 'roll') transform = np.dot(transform, model_space_transform) yaw, pitch, roll = rotation if self.debug_mode: # NOTE: manually set values to debug rotation, # it's useful when input act is in form [c, c, c, c]. yaw = np.pi / 2 # pitch = np.pi / 2 # roll = np.pi / 2 transform = np.dot(transform, rotation_transform_mat(yaw, 'yaw')) transform = np.dot(transform, rotation_transform_mat(pitch, 'pitch')) transform = np.dot(transform, rotation_transform_mat(roll, 'roll')) # Add a new matrix to the model stack to transform the model gl.glPushMatrix() gl.glMultMatrixf(rendering.matrix_to_gl(transform)) # Enable the target texture if self.drone_texture is not None: gl.glEnable(self.drone_texture.target) gl.glBindTexture(self.drone_texture.target, self.drone_texture.id) # Draw the mesh with its transform applied self.drone_drawer.draw(mode=self.drone_vertex_list_mode) gl.glPopMatrix() # Disable texture after using if self.drone_texture is not None: gl.glDisable(self.drone_texture.target)