GL functions and macros Structures S GLMfunctions Macros # AGL_MACRO_CONTEXT # AGL_MACRO_CONTEXT_RENDERER # AGL_MACRO_DECLARE_CONTEXT # AGL_MACRO_DECLARE_RENDERER # AGL_MACRO_DECLARE_VARIABLES # AGL_MACRO_RENDERER # glDepthMask # glDepthRange...
glEnableClientState(GL_VERTEX_ARRAY) has_vbo = isinstance(self.vertex_buffer, VertexBufferObject)ifself.display_travels: self._display_travels(has_vbo) glEnable(GL_LIGHTING) glEnableClientState(GL_NORMAL_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glMaterialfv(GL_FRONT, GL_SPECULAR, vec(1,1,1,1)) ...
gl.glDisable(gl.GL_CULL_FACE)# Another relative Z translation to separate objects.gl.glTranslatef(0.0,0.0, DIST_BALL)# Draw vertical lines (as skinny 3D rectangles).forcolinmy_range(0, colTotal):# Compute co-ords of line.xl = -GRID_SIZE /2+ col * sizeCell xr = xl + widthLine y...
SSBO shader storage buffer objects Unlike UBOs, SSBOs: can be written to by the graphics core can be used as compute kernel input/output can be much larger than UBOs - megabytes instead of kilobytes. have variable storage up to the range bound for the given buffer. Th...
SSBO shader storage buffer objects Unlike UBOs, SSBOs: can be written to by the graphics core can be used as compute kernel input/output can be much larger than UBOs - megabytes instead of kilobytes. have variable storage up to the range bound for the given buffer. ...
glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); // Set the ModelViewProjection matrix in the shader. GLES20.glUniformMatrix4fv(modelViewUniform, 1, false, modelViewMatrix, 0); GLES20.glUniformMatrix4fv(modelViewProjectionUniform, 1, false, modelViewProjectionMatrix, 0); // Enable vertex arrays ...
bgl.glColorPointer(3, bgl.GL_FLOAT,0, c['color_buffer'])if(PCVCache.cache[u]['smooth']): bgl.glEnable(bgl.GL_POINT_SMOOTH) l = int((c['length'] /100) * c['display_percent']) bgl.glDrawArrays(bgl.GL_POINTS,0, l) bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY) ...
gl.glDisable(gl.GL_BLEND)# Transparent objects renderinggl.glDepthMask(gl.GL_FALSE) gl.glEnable(gl.GL_BLEND) framebuffer.activate() gl.glClearColor(0,0,0,1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) window.clear(color=(0,0,0,1))
len(self.normals)!=len(self.vertexSet))or\ (shading==GL.GL_FLATand\ len(self.normals)!=len(self.faceSet)): self.GetNormals() self.viewer.objectsNeedingRedo[self] =NoneGL.glShadeModel(shading)else:# no lightingGL.glDisable(GL.GL_LIGHTING)ifnotself.inheritCulling:ifself.cullingin(GL.GL...