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Python gl.glClearColor函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中vispy.gloo.gl.glClearColor函数的典型用法代码示例。如果您正苦于以下问题:Python glClearColor函数的具体用法?Python glClearColor怎么用?Python glClearColor使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了glClearColor函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。

示例1: draw11

 def draw11(event):
     print('  {0:7}: {1}'.format('1', bgcolors[1]))
     if bgcolors[1] is not None:
         gl.glViewport(0, 0, *list(_win_size))
         gl.glClearColor(*bgcolors[1])
         gl.glClear(gl.GL_COLOR_BUFFER_BIT)
         gl.glFinish()
开发者ID:Calvarez20,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py


示例2: draw00

 def draw00(event):
     print("  {0:7}: {1}".format("0", bgcolors[0]))
     if bgcolors[0] is not None:
         gl.glViewport(0, 0, *list(_win_size))
         gl.glClearColor(*bgcolors[0])
         gl.glClear(gl.GL_COLOR_BUFFER_BIT)
         gl.glFinish()
开发者ID:Zulko,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py


示例3: paint0

 def paint0(event):
     print('  {0:7}: {1}'.format(backend + '_0', bgcolors[0]))
     if bgcolors[0] is not None:
         gl.glViewport(0, 0, *list(_win_size))
         gl.glClearColor(*bgcolors[0])
         gl.glClear(gl.GL_COLOR_BUFFER_BIT)
         gl.glFinish()
开发者ID:kif,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py


示例4: on_initialize

    def on_initialize(self, event):
        gl.glClearColor(1,1,1,1)
        gl.glEnable(gl.GL_DEPTH_TEST)
        
        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')
        
        # Create texture
        im = dataio.crate()
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, 
            im.shape[1], im.shape[0], 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        
        if use_buffers:
            # Create vertex buffer
            self._positions_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, positions.nbytes, positions, gl.GL_DYNAMIC_DRAW)
            #
            self._texcoords_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
            gl.glBufferData(gl.GL_ARRAY_BUFFER, texcoords.nbytes, texcoords, gl.GL_DYNAMIC_DRAW)
            
            # Create buffer for faces
            self._faces_handle = gl.glGenBuffers(1)
            gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
            gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, faces.nbytes, faces, gl.GL_DYNAMIC_DRAW)
开发者ID:ds604,项目名称:vispy,代码行数:60,代码来源:rawgl-cube.py


示例5: on_initialize

 def on_initialize(self, event):
     gl.glClearColor(0,0,0,1)
     gl.glDisable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE) #_MINUS_SRC_ALPHA)
     # Start the timer upon initialization.
     self.timer.start()
开发者ID:PennyQ,项目名称:nbhdf5,代码行数:7,代码来源:nb6_h5_viewer.py


示例6: on_initialize

    def on_initialize(self, event):
        self.program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.program, vertex)
        gl.glAttachShader(self.program, fragment)
        gl.glLinkProgram(self.program)
        gl.glDetachShader(self.program, vertex)
        gl.glDetachShader(self.program, fragment)
        gl.glUseProgram(self.program)

        n = 10000000
        self.data = np.zeros((n, 4), dtype=np.float32)
        self.data[:, :2] = .15 * prng.randn(n, 2)
        self.data[:, 3] = 1.
        vbuffer = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        stride = self.data.strides[0]
        offset = 0
        loc = gl.glGetAttribLocation(self.program, "a_position")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)

        gl.glClearColor(0, 0, 0, 1)
        gl.glEnable(34370)
        gl.glEnable(34913)

        # Auto-close after 10 seconds
        self.timer = app.Timer(10, self.on_timer, start=True)
开发者ID:swq0553,项目名称:webgl-insights,代码行数:35,代码来源:test_gl.py


示例7: _test_functonality

def _test_functonality(backend):
    """ Create app and canvas so we have a context. Then run tests.
    """
    # use the backend
    gl.use_gl(backend)
    
    with Canvas() as canvas:
        _clear_screen()
        
        # Prepare
        w, h = canvas.size
        gl.glViewport(0, 0, w, h)
        gl.glScissor(0, 0, w, h)  # touch
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)
        
        # Setup visualization, ensure to do it in a draw event
        objects = _prepare_vis()
        _clear_screen()
        _draw1()
        _clear_screen()
        _draw2()
        _clear_screen()
        _draw3()

        # Clean up
        for delete_func, handle in objects:
            delete_func(handle)
        gl.glFinish()
开发者ID:alexflint,项目名称:vispy,代码行数:28,代码来源:test_functionality.py


示例8: on_initialize

 def on_initialize(self, event):
     gl.glClearColor(1, 1, 1, 1)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
     gl.glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)
     gl.glEnable(GL_POINT_SPRITE)
开发者ID:LiloD,项目名称:vispy,代码行数:7,代码来源:donut.py


示例9: on_initialize

    def on_initialize(self, event):
        gl.glClearColor(0, 0, 0, 1)

        # Enable blending
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        gl.glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)
        gl.glEnable(GL_POINT_SPRITE)
开发者ID:LiloD,项目名称:vispy,代码行数:8,代码来源:fireworks.py


示例10: __init__

    def __init__(self, n=50):
        app.Canvas.__init__(self)
        self.program = gloo.Program(vertex, fragment, n)
        gl.glClearColor(1,1,1,1)
        self.program['x'] = np.linspace(-1.0, +1.0, n)
        self.program['y'] = np.random.uniform(-0.5, +0.5, n)

        self._timer = app.Timer(1.0/60)
        self._timer.connect(self.on_timer)
        self._timer.start()
开发者ID:rougier,项目名称:loops-tutorial,代码行数:10,代码来源:exercise-2.py


示例11: on_initialize

    def on_initialize(self, event):
        gl.glClearColor(0,0,0,1);
        
        # Enable blending
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        
        # Create shader program
        self._prog_handle = gl.glCreateProgram()

        # Create vertex shader
        shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        gl.glShaderSource_compat(shader, VERT_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Vertex shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Create fragment shader
        shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        need_enabled = gl.glShaderSource_compat(shader, FRAG_CODE)
        gl.glCompileShader(shader)
        status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Fragment shader did not compile.')
        else:
            gl.glAttachShader(self._prog_handle, shader)
        
        # Enable point sprites
        for enum in need_enabled:
            gl.glEnable(enum)
        
        # Link
        gl.glLinkProgram(self._prog_handle)
        status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
        if not status:
            # We could show more useful info here, but that takes a few lines
            raise RuntimeError('Program did not link.')
        
        # Create texture
        self._tex_handle = gl.glGenTextures(1)
        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
        gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
        gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, 
            im1.shape[1], im1.shape[0], 0, gl.GL_LUMINANCE, gl.GL_FLOAT,
             im1.astype(np.float32))
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
        gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
        
        # Create vertex buffer
        self._vbo_handle = gl.glGenBuffers(1)
开发者ID:ds604,项目名称:vispy,代码行数:55,代码来源:rawgl-fireworks.py


示例12: on_initialize

    def on_initialize(self, event):
        # Build & activate program
        self.program = gl.glCreateProgram()
        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        gl.glShaderSource(vertex, vertex_code)
        gl.glShaderSource(fragment, fragment_code)
        gl.glCompileShader(vertex)
        gl.glCompileShader(fragment)
        gl.glAttachShader(self.program, vertex)
        gl.glAttachShader(self.program, fragment)
        gl.glLinkProgram(self.program)
        gl.glDetachShader(self.program, vertex)
        gl.glDetachShader(self.program, fragment)
        gl.glUseProgram(self.program)

        # Build vertex buffer
        n = 10000
        self.data = np.zeros(n, dtype=[('lifetime', np.float32, 1),
                                       ('start',    np.float32, 3),
                                       ('end',      np.float32, 3)])
        vbuffer = gl.glCreateBuffer()
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)

        # Bind buffer attributes
        stride = self.data.strides[0]

        offset = 0
        loc = gl.glGetAttribLocation(self.program, "lifetime")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["lifetime"].itemsize
        loc = gl.glGetAttribLocation(self.program, "start")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        offset = self.data.dtype["start"].itemsize
        loc = gl.glGetAttribLocation(self.program, "end")
        gl.glEnableVertexAttribArray(loc)
        gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)

        # OpenGL initalization
        self.elapsed_time = 0
        gl.glClearColor(0, 0, 0, 1)
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
        gl.glEnable(34370)  # gl.GL_VERTEX_PROGRAM_POINT_SIZE
        gl.glEnable(34913)  # gl.GL_POINT_SPRITE
        gl.glViewport(0, 0, *self.physical_size)
        self.new_explosion()
        self.timer = app.Timer('auto', self.on_timer, start=True)
开发者ID:Lx37,项目名称:vispy,代码行数:54,代码来源:fireworks.py


示例13: on_initialize

 def on_initialize(self, event):
     gl.glClearColor(1,1,1,1)
     gl.glEnable(gl.GL_BLEND)
     gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
     
     n = 10000
     self.discs = DiscCollection()
     self.discs.line_width = 2.
     self.discs.position = 0.25 * np.random.randn(n, 2).astype(np.float32)
     self.discs.color = np.random.uniform(0,1,(n,3)).astype(np.float32)
     self.discs.size = np.random.uniform(2,12,(n,1)).astype(np.float32)
开发者ID:ds604,项目名称:vispy,代码行数:11,代码来源:visual_experiments.py


示例14: _test_functonality

def _test_functonality(backend):
    """ Create app and canvas so we have a context. Then run tests.
    """

    # use the backend
    gl.use(backend)
    
    # Note that we explicitly use pyglet because with Qt we seem
    # to get errors for this test
    
    with app_opengl_context('qt') as context:
        
        _clear_screen()
        
        # Prepare
        w, h = context.c.size
        gl.glViewport(0, 0, w, h)
        gl.glScissor(0, 0, w, h)  # touch
        gl.glClearColor(0.0, 0.0, 0.0, 1.0)
        
        # Setup visualization, ensure to do it in a paint event
        objects = context.test(_prepare_vis)
        
        _clear_screen()
        
        # Draw 1
        context.test(_draw1)
        if SHOW:
            context.c.swap_buffers()
            app.process_events()
            time.sleep(1.0)
        
        _clear_screen()
        
        # Draw 2
        context.test(_draw2)
        if SHOW:
            context.c.swap_buffers()
            app.process_events()
            time.sleep(1.0)
        
        _clear_screen()
        
        # Draw 3
        context.test(_draw3)
        if SHOW:
            context.c.swap_buffers()
            app.process_events()
            time.sleep(1.0)
        
        # Clean up
        for delete_func, handle in objects:
            delete_func(handle)
开发者ID:LiloD,项目名称:vispy,代码行数:53,代码来源:test_functionality.py


示例15: __init__

    def __init__(self, n=50):
        app.Canvas.__init__(self)
        self.program = gloo.Program(vertex, fragment)
        gl.glClearColor(1,1,1,1)
        self.data = np.zeros((10,n), [('x', np.float32, 1),
                                      ('y', np.float32, 1),
                                      ('i', np.float32, 1)])

        self.data['x'] = np.linspace(-1.0, +1.0, n)
        self.data['y'] = np.random.uniform(-0.1, +0.1, (10,n))
        self.data['i'] = np.repeat(np.arange(10),n).reshape(10,n)

        self.vdata = gloo.VertexBuffer(self.data)
        self.program.bind(self.vdata)
开发者ID:rougier,项目名称:loops-tutorial,代码行数:14,代码来源:exercise-7.py


示例16: _test_setting_stuff

def _test_setting_stuff():
    # Set stuff to touch functions
    
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    #
    gl.glBlendColor(1.0, 1.0, 1.0, 1.0)
    gl.glBlendEquation(gl.GL_FUNC_ADD)
    gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD)
    gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO)
    gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO)
    #
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    gl.glClearDepth(1)
    gl.glClearStencil(0)
    #
    gl.glColorMask(True, True, True, True)
    gl.glDepthMask(False)
    gl.glStencilMask(255)
    gl.glStencilMaskSeparate(gl.GL_FRONT, 128)
    #
    gl.glStencilFunc(gl.GL_ALWAYS, 0, 255)
    gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255)
    gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    #
    gl.glFrontFace(gl.GL_CW)
    gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST)
    gl.glLineWidth(2.0)
    gl.glPolygonOffset(0.0, 0.0)
    gl.glSampleCoverage(1.0, False)
    
    # And getting stuff
    try:
        with use_log_level('error', print_msg=False):
            r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER,
                                                 gl.GL_HIGH_FLOAT)
            gl.check_error()  # Sometimes the func is there but OpenGL errs
    except Exception:
        pass  # accept if the function is not there ...
        # We should catch RuntimeError and GL.error.NullFunctionError,
        # but PyOpenGL may not be available.
        # On Travis this function was not there on one machine according
        # to PyOpenGL, but our desktop backend worked fine ...
        
    #
    v = gl.glGetParameter(gl.GL_VERSION)
    assert_true(isinstance(v, string_types))
    assert_true(len(v) > 0)
    
    gl.check_error()
开发者ID:almarklein,项目名称:vispy,代码行数:50,代码来源:test_basics.py


示例17: __init__

    def __init__(self, n=50):
        app.Canvas.__init__(self)
        self.program = gloo.Program(vertex, fragment, n)
        gl.glClearColor(1,1,1,1)
        self.data = np.zeros(n, [('x', np.float32, 1),
                                 ('y', np.float32, 1)])
        self.data['x'] = np.linspace(-1.0, +1.0, n)
        self.data['y'] = np.random.uniform(-0.5, +0.5, n).astype(np.float32)
        self.vdata = gloo.VertexBuffer(self.data)
        self.program.bind(self.vdata)

        self._timer = app.Timer(1.0/60)
        self._timer.connect(self.on_timer)
        self._timer.start()

        self.index = 0
开发者ID:rougier,项目名称:loops-tutorial,代码行数:16,代码来源:exercise-3.py


示例18: _test_setting_parameters

def _test_setting_parameters():
    # Set some parameters and get result
    clr = 1.0, 0.1, 0.2, 0.7
    gl.glClearColor(*clr)
    assert_almost_equal(gl.glGetParameter(gl.GL_COLOR_CLEAR_VALUE), clr)
    #
    gl.glCullFace(gl.GL_FRONT)
    assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_FRONT)
    gl.glCullFace(gl.GL_BACK)
    assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_BACK)
    #
    gl.glDepthFunc(gl.GL_NOTEQUAL)
    assert_equal(gl.glGetParameter(gl.GL_DEPTH_FUNC), gl.GL_NOTEQUAL)
    #
    val = 0.2, 0.3
    gl.glDepthRange(*val)
    assert_almost_equal(gl.glGetParameter(gl.GL_DEPTH_RANGE), val)
    
    gl.check_error()
开发者ID:LiloD,项目名称:vispy,代码行数:19,代码来源:test_basics.py


示例19: on_draw

    def on_draw(self, event):

        # Set geometry (is no-op if the size does not change)
        self._fbo.set_size(*self.size)

        # Draw the same scene as as in hello_quad.py, but draw it to the FBO
        with self._fbo:
            # Init
            gl.glClearColor(0, 0.0, 0.5, 1)
            gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
            # Draw
            self._program1.draw(gl.GL_TRIANGLE_STRIP)

        # Now draw result to a full-screen quad
        # Init
        gl.glClearColor(1, 1, 1, 1)
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
        # Draw
        self._program2.draw(gl.GL_TRIANGLE_STRIP)
开发者ID:MatthieuDartiailh,项目名称:vispy,代码行数:19,代码来源:hello-fbo.py


示例20: __init__

    def __init__(self, n=50):
        app.Canvas.__init__(self, size=(1000,500))
        self.program = gloo.Program(vertex, fragment)
        gl.glClearColor(1,1,1,1)
        self.data = np.zeros((100,n), [('x', np.float32, 1),
                                       ('y', np.float32, 1),
                                       ('a', np.float32, 1),
                                       ('i', np.float32, 1)])

        self.data['x'] = np.linspace(-1.0, +1.0, n)
        self.data['y'] = np.random.uniform(-0.01, +0.01, (100,n))
        self.data['a'] = np.linspace(0.0, +1.0, n)
        self.data['i'] = np.repeat(np.arange(100),n).reshape(100,n)

        self.vdata = gloo.VertexBuffer(self.data)
        self.program.bind(self.vdata)

        self._timer = app.Timer(1.0/60)
        self._timer.connect(self.on_timer)
        self._timer.start()

        self.index = 0
开发者ID:rougier,项目名称:loops-tutorial,代码行数:22,代码来源:exercise-8.py



注:本文中的vispy.gloo.gl.glClearColor函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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Python gl.glEnable函数代码示例发布时间:2022-05-26
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