random size cuboid test
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e9d573172d
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1 changed files with 5 additions and 3 deletions
8
main.py
8
main.py
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@ -146,7 +146,9 @@ def main():
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for y_pos in range(-10, 10):
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for y_pos in range(-10, 10):
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z = random.random() * 2 - 1
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z = random.random() * 2 - 1
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struct.addShape(program_id, Cuboid().translate(translate(x_pos, y_pos, z)).setColor(
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struct.addShape(program_id, Cuboid().translate(translate(x_pos, y_pos, z)).setColor(
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0))
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0).setSize(
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random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0, random.randint(0, 100) / 100.0
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))
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struct.buildvertexArrays()
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struct.buildvertexArrays()
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@ -156,7 +158,7 @@ def main():
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cstruct = CompoundStructure()
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cstruct = CompoundStructure()
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cstruct.addStructure(struct)
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cstruct.addStructure(struct)
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program3_id = l.getDepthProgram(vertex_shader_id, Cube.GeometryShaderId)
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program3_id = l.getDepthProgram(vertex_shader_id, Cuboid.GeometryShaderId)
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program2_id = glCreateProgram()
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program2_id = glCreateProgram()
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glAttachShader(program2_id, passthrough_vertex_shader_id)
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glAttachShader(program2_id, passthrough_vertex_shader_id)
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@ -387,7 +389,7 @@ def display():
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glFlush()
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glFlush()
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l.finishDepthMapping()
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l.finishDepthMapping()
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glClearColor(1, 0, 0, 0)
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glClearColor(0, 0, 0, 0)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glUseProgram(program_id)
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glUseProgram(program_id)
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