Python OpenGL.GL.GL_NEAREST Examples
The following are 8
code examples of OpenGL.GL.GL_NEAREST().
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Example #1
Source File: framebuffer.py From renpy-shader with MIT License | 5 votes |
def createEmptyTexture(self, width, height): textureId = (gl.GLuint * 1)() gl.glGenTextures(1, textureId) gl.glBindTexture(gl.GL_TEXTURE_2D, textureId[0]) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) #None means reserve texture memory, but texels are undefined gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGBA8, width, height, 0, gl.GL_BGRA, gl.GL_UNSIGNED_BYTE, None) gl.glBindTexture(gl.GL_TEXTURE_2D, 0) return textureId[0]
Example #2
Source File: renderer.py From GDMC with ISC License | 5 votes |
def makeFloorTex(): color0 = (0xff, 0xff, 0xff, 0x22) color1 = (0xff, 0xff, 0xff, 0x44) img = numpy.array([color0, color1, color1, color0], dtype='uint8') 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_RGBA, 2, 2, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, img)
Example #3
Source File: glow.py From semantic-kitti-api with MIT License | 5 votes |
def __init__(self, width, height, internalFormat=gl.GL_RGBA, format=gl.GL_RGBA): self.id_ = gl.glGenTextures(1) self.internalFormat_ = internalFormat # gl.GL_RGB_FLOAT, gl.GL_RGB_UNSIGNED, ... self.format = format # GL_RG. GL_RG_INTEGER, ... self.width_ = width self.height_ = height gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, self.id_) gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER) gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER) gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, 0)
Example #4
Source File: fullscreen_quad.py From dm_control with Apache License 2.0 | 5 votes |
def _init_texture(self): """Initializes the texture storage.""" self._texture = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, self._texture) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST) GL.glTexParameteri( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST)
Example #5
Source File: renderer.py From MCEdit-Unified with ISC License | 5 votes |
def makeFloorTex(): color0 = (0xff, 0xff, 0xff, 0x22) color1 = (0xff, 0xff, 0xff, 0x44) img = numpy.array([color0, color1, color1, color0], dtype='uint8') 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_RGBA, 2, 2, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, img)
Example #6
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 #7
Source File: gui_utils.py From spimagine with BSD 3-Clause "New" or "Revised" License | 4 votes |
def fillTexture2d(data,tex = None, interp=True): """ data.shape == (Ny,Nx) file texture with GL_RED data.shape == (Ny,Nx,3) file texture with GL_RGB if tex == None, returns a new created texture """ if tex is None: tex = GL.glGenTextures(1) GL.glBindTexture(GL.GL_TEXTURE_2D, tex) GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT,1) GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR if interp else GL.GL_NEAREST) GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE) GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE) # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP) # GL.glTexParameterf (GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP) if data.ndim == 2: Ny,Nx = data.shape GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny, 0, GL.GL_RED, GL.GL_FLOAT, data.astype(np.float32)) elif data.ndim == 3 and data.shape[2]==3: Ny,Nx = data.shape[:2] GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGB, Nx, Ny, 0, GL.GL_RGB, GL.GL_FLOAT, data.astype(np.float32)) elif data.ndim == 3 and data.shape[2]==4: Ny,Nx = data.shape[:2] GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, Nx, Ny, 0, GL.GL_RGBA, GL.GL_FLOAT, data.astype(np.float32)) else: raise Exception("data format not supported! \ndata.shape should be either (Ny,Nx) or (Ny,Nx,3)") return tex
Example #8
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()