gloopy / gloopy / view / render.py

Author Commit Message Labels Comments Date
Jonathan Hartley avatarJonathan Hartley
move OSX specific stuff into the gl_wrap abstraction module
Default avatar Jonathan Hartley
Gloopy now passes iterable of Glyphs to render.draw_world function (animated space invaders don't show up, but they crashed before this commit anyway). Fix BitmapCubeCluster to account for colors being floats now. Rename 'x_axis' etc instance of Vector to be lower case (they are instances)
Default avatar Jonathan Hartley
Patch to make it all work on OSX, kindly submitted by Curtis Faith.
Jonathan Hartley avatarJonathan Hartley
simplify Shader, it no longer is a context manager
Jonathan Hartley avatarJonathan Hartley
shape_to_glyph now lives in view
Jonathan Hartley avatarJonathan Hartley
now support a shader per glyph
Jonathan Hartley avatarJonathan Hartley
move shader.py into new package
Jonathan Hartley avatarJonathan Hartley
colors are not floats throughout
Jonathan Hartley avatarJonathan Hartley
items may now optionally have a list of shapes. Their 'frame' attribute determines which of the resulting glyphs are rendered.
Jonathan Hartley avatarJonathan Hartley
simplify render.draw_world_items
Jonathan Hartley avatarJonathan Hartley
document Render
Jonathan Hartley avatarJonathan Hartley
bit of a refactor of render, and how it converts an item's shape to a glyph. Now does it on event handler for adding shape to world, rather than while iterating through items to draw.
Jonathan Hartley avatarJonathan Hartley
oops omitted from the last commit
Jonathan Hartley avatarJonathan Hartley
orientation is now functional. Doesn't get modified in place, always returns a new orientation. Spinner is joined by WobblySpinner.
Jonathan Hartley avatarJonathan Hartley
render.py was dos mode?
Jonathan Hartley avatarJonathan Hartley
key to toggle backface culling
Jonathan Hartley avatarJonathan Hartley
calling shape_to_glyph no longer requires passing the shader. Glyph now has this baked in as a class level attribute, populated during Render.init(). But fugly.
Jonathan Hartley avatarJonathan Hartley
Color now has reintroduced alpha component
Jonathan Hartley avatarJonathan Hartley
move shapes into new gloopy.shapes package
Jonathan Hartley avatarJonathan Hartley
Oops, add missing shader.py from last commit. Also Shader class now tracks the opengl integer ID of vertex attributes
Jonathan Hartley avatarJonathan Hartley
move our shader code into its own new module, shaders.py, that still uses PyOpenGL shader code for the bulk of the work
Jonathan Hartley avatarJonathan Hartley
use vertex array objects to bind position, color and normal arrays in one function call. from 27 to 40 fps.
Jonathan Hartley avatarJonathan Hartley
Use glVertexAttribPointer instead of glVertexPointer, glColorPointer and glNormalPointer.
Jonathan Hartley avatarJonathan Hartley
Convert vertex, color, normal arrays to VBO
Jonathan Hartley avatarJonathan Hartley
Render now tests for item.position before attempting to glTranslate using it.
Jonathan Hartley avatarJonathan Hartley
remove util.gl. Each module import gl bindings directly from OpenGL, except render.py which uses pyglet bindings for speed
Jonathan Hartley avatarJonathan Hartley
move conversion of glyphs into shapes from Glyph.FromShape() to shape.shape_to_glyph() - in future other methods of creating glyphs will be supported, and Glyph shouldn't have to know about all of them.
Jonathan Hartley avatarJonathan Hartley
move position_or_gameitem into gameitem
Jonathan Hartley avatarJonathan Hartley
README and whitespace
Jonathan Hartley avatarJonathan Hartley
Remove Euclid again - replace with my own old Vec3, Matrix4, Orientation classes.
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