Python OpenGL.GL.GL_COLOR_BUFFER_BIT Examples
The following are 9
code examples of OpenGL.GL.GL_COLOR_BUFFER_BIT().
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Example #1
Source File: gui-glut.py From PyDev.Debugger with Eclipse Public License 1.0 | 5 votes |
def display(): gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) glut.glutSwapBuffers()
Example #2
Source File: thumbview.py From GDMC with ISC License | 5 votes |
def clear(self): if self.drawBackground: GL.glClearColor(0.25, 0.27, 0.77, 1.0) else: GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT)
Example #3
Source File: gui-glut.py From filmkodi with Apache License 2.0 | 5 votes |
def display(): gl.glClear (gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) glut.glutSwapBuffers()
Example #4
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def render_stereo_targets(self): GL.glClearColor(0, 0, 0, 1) GL.glEnable(GL.GL_MULTISAMPLE) # Left Eye GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id) GL.glViewport(0, 0, self.render_width, self.render_height) self.render_scene(openvr.Eye_Left) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0) GL.glDisable(GL.GL_MULTISAMPLE) GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.left_eye_desc.render_framebuffer_id) GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.left_eye_desc.resolve_framebuffer_id) GL.glBlitFramebuffer( 0, 0, self.render_width, self.render_height, 0, 0, self.render_width, self.render_height, GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR) GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0) GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0) # Right Eye GL.glEnable(GL.GL_MULTISAMPLE) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id) GL.glViewport(0, 0, self.render_width, self.render_height) self.render_scene(openvr.Eye_Right) GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0) GL.glDisable(GL.GL_MULTISAMPLE) GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, self.right_eye_desc.render_framebuffer_id) GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, self.right_eye_desc.resolve_framebuffer_id) GL.glBlitFramebuffer( 0, 0, self.render_width, self.render_height, 0, 0, self.render_width, self.render_height, GL.GL_COLOR_BUFFER_BIT, GL.GL_LINEAR) GL.glBindFramebuffer(GL.GL_READ_FRAMEBUFFER, 0) GL.glBindFramebuffer(GL.GL_DRAW_FRAMEBUFFER, 0)
Example #5
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def render_scene(self, eye): GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glEnable(GL.GL_DEPTH_TEST) if self.show_cubes: GL.glUseProgram(self.scene_program) GL.glUniformMatrix4fv( self.scene_matrix_location, 1, False, self.get_current_view_projection_matrix(eye)) GL.glBindVertexArray(self.scene_vao) GL.glBindTexture(GL.GL_TEXTURE_2D, self.i_texture) GL.glDrawArrays(GL.GL_TRIANGLES, 0, int(self.vert_count)) GL.glBindVertexArray(0) b_is_input_available = self.hmd.isInputAvailable() if b_is_input_available: # draw the controller axis lines GL.glUseProgram(self.controller_transform_program) GL.glUniformMatrix4fv(self.controller_matrix_location, 1, False, self.get_current_view_projection_matrix(eye)) GL.glBindVertexArray(self.controller_vao) GL.glDrawArrays(GL.GL_LINES, 0, self.controller_vertex_count) GL.glBindVertexArray(0) # ----- Render Model rendering ----- GL.glUseProgram(self.render_model_program) for hand in self.hand: if not hand.show_controller: continue if hand.render_model is None: continue mvp = hand.pose @ self.get_current_view_projection_matrix(eye) GL.glUniformMatrix4fv(self.render_model_matrix_location, 1, False, mvp) hand.render_model.draw() GL.glUseProgram(0)
Example #6
Source File: hellovr_glfw.py From pyopenvr with BSD 3-Clause "New" or "Revised" License | 5 votes |
def run_main_loop(self): while not glfw.window_should_close(self.window): self.handle_input() self.render_frame() glfw.swap_buffers(self.window) GL.glClearColor(0, 0, 0, 1) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) glfw.poll_events()
Example #7
Source File: thumbview.py From MCEdit-Unified with ISC License | 5 votes |
def clear(self): if self.drawBackground: GL.glClearColor(0.25, 0.27, 0.77, 1.0) else: GL.glClearColor(0.0, 0.0, 0.0, 0.0) GL.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT)
Example #8
Source File: glutils.py From GDMC with ISC License | 4 votes |
def __init__(self, width, height, drawFunc): tex = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None) self.enabled = False self._texID = tex if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR): buf = FBO.glGenFramebuffers(1) depthbuffer = FBO.glGenRenderbuffers(1) FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer) FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height) FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer) FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0) status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER) if status != FBO.GL_FRAMEBUFFER_COMPLETE: print "glCheckFramebufferStatus", status self.enabled = False return FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) with gl.glPushAttrib(GL.GL_VIEWPORT_BIT): GL.glViewport(0, 0, width, height) drawFunc() FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0) FBO.glDeleteFramebuffers(1, [buf]) FBO.glDeleteRenderbuffers(1, [depthbuffer]) self.enabled = True else: GL.glReadBuffer(GL.GL_BACK) GL.glPushAttrib( GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT) GL.glDisable(GL.GL_STENCIL_TEST) GL.glViewport(0, 0, width, height) GL.glScissor(0, 0, width, height) with gl.glEnable(GL.GL_SCISSOR_TEST): drawFunc() GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glReadBuffer(GL.GL_BACK) GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height) GL.glPopAttrib()
Example #9
Source File: glutils.py From MCEdit-Unified with ISC License | 4 votes |
def __init__(self, width, height, drawFunc): tex = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST) GL.glTexParameter(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA8, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, None) self.enabled = False self._texID = tex if bool(FBO.glGenFramebuffers) and "Intel" not in GL.glGetString(GL.GL_VENDOR): buf = FBO.glGenFramebuffers(1) depthbuffer = FBO.glGenRenderbuffers(1) FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) FBO.glBindRenderbuffer(FBO.GL_RENDERBUFFER, depthbuffer) FBO.glRenderbufferStorage(FBO.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT, width, height) FBO.glFramebufferRenderbuffer(FBO.GL_FRAMEBUFFER, FBO.GL_DEPTH_ATTACHMENT, FBO.GL_RENDERBUFFER, depthbuffer) FBO.glFramebufferTexture2D(FBO.GL_FRAMEBUFFER, FBO.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, tex, 0) status = FBO.glCheckFramebufferStatus(FBO.GL_FRAMEBUFFER) if status != FBO.GL_FRAMEBUFFER_COMPLETE: print "glCheckFramebufferStatus", status self.enabled = False return FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, buf) with gl.glPushAttrib(GL.GL_VIEWPORT_BIT): GL.glViewport(0, 0, width, height) drawFunc() FBO.glBindFramebuffer(FBO.GL_FRAMEBUFFER, 0) FBO.glDeleteFramebuffers(1, [buf]) FBO.glDeleteRenderbuffers(1, [depthbuffer]) self.enabled = True else: GL.glReadBuffer(GL.GL_BACK) GL.glPushAttrib( GL.GL_VIEWPORT_BIT | GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_TEST | GL.GL_STENCIL_BUFFER_BIT) GL.glDisable(GL.GL_STENCIL_TEST) GL.glViewport(0, 0, width, height) GL.glScissor(0, 0, width, height) with gl.glEnable(GL.GL_SCISSOR_TEST): drawFunc() GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glReadBuffer(GL.GL_BACK) GL.glCopyTexSubImage2D(GL.GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height) GL.glPopAttrib()