Secure your code as it's written. Use Snyk Code to scan source code in minutes - no build needed - and fix issues immediately.
GL.GL_READ_FRAMEBUFFER,
GL.GL_COLOR_ATTACHMENT0,
GL.GL_TEXTURE_2D, mirrorId, 0)
GL.glViewport(0, 0, 800, 600)
GL.glScissor(0, 0, 800, 600)
GL.glClearColor(0.0, 0.0, 0.0, 1.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glBlitFramebuffer(0, 0, 800, 600,
0, 600, 800, 0,
GL.GL_COLOR_BUFFER_BIT,
GL.GL_NEAREST)
GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
glfw.swap_buffers(window)
updateInputState(CONTROLLER_TYPE_TOUCH)
A = getButton(CONTROLLER_TYPE_TOUCH, BUTTON_A, 'falling')
B = getButton(CONTROLLER_TYPE_TOUCH, BUTTON_B, 'falling')
if A[0]:
recenterTrackingOrigin()
elif B[0]:
break
glfw.poll_events()
_, sessionStatus = getSessionStatus()
if sessionStatus.shouldQuit:
break
def run_main_loop(self):
while not glfw.window_should_close(self.window):
self.handle_input()
self.render_frame()
glfw.swap_buffers(self.window)
GL.glClearColor(0, 0, 0, 1)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
glfw.poll_events()
def main_loop():
while not glfw.window_should_close(self._window):
glfw.poll_events()
self._measure_fps()
self._update_viewport()
self._update_frame()
self._draw_frame()
glfw.swap_buffers(self._window)
glfw.terminate()
null # array buffer offset (c_type == void*)
)
# Draw the triangles, vertex data now contains individual vertices
# so use array length
glDrawArrays(GL_TRIANGLES, 0, len(vertex_data))
# Not strictly necessary because we only have
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
frames += 1
# !Note braces around vertex_buffer and uv_buffer.
# glDeleteBuffers expects a list of buffers to delete
glDeleteBuffers(1, [vertex_buffer])
glDeleteBuffers(1, [uv_buffer])
glDeleteBuffers(1, [normal_buffer])
glDeleteProgram(program_id)
glDeleteTextures([texture_id])
glDeleteVertexArrays(1, [vertex_array_id])
glfw.terminate()
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time() )
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time() )
transformLoc = glGetUniformLocation(shader, "transform")
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, rot_x * rot_y)
glDrawArrays(GL_TRIANGLES, 0, len(obj.vertex_index))
glfw.swap_buffers(window)
glfw.terminate()
# Create the GR3 scene
gr3.setbackgroundcolor(255, 255, 255, 0)
_create_gr3_scene(molecule, show_bonds)
# Configure GLFW
glfw.set_cursor_pos_callback(window, _mouse_move_callback)
glfw.set_mouse_button_callback(window, _mouse_click_callback)
glfw.swap_interval(1)
# Start the GLFW main loop
while not glfw.window_should_close(window):
glfw.poll_events()
_set_gr3_camera()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
gr3.drawimage(0, width, 0, height,
width, height, gr3.GR3_Drawable.GR3_DRAWABLE_OPENGL)
glfw.swap_buffers(window)
glfw.terminate()
gr3.terminate()
def loop(self):
self.running = True
lastTime = glfw.get_time()
while not glfw.window_should_close(self.window) and self.running:
currentTime = glfw.get_time()
delta = currentTime - lastTime
lastTime = currentTime
tangram.poke_network_queue()
self.m.update(delta)
self.m.render()
glfw.swap_buffers(self.window)
# glfw.poll_events()
glfw.wait_events()
# Draw the triangles !
glDrawElements(
GL_TRIANGLES, # mode
len(indices), # count
GL_UNSIGNED_SHORT, # type
null # element array buffer offset
)
# Not strictly necessary because we only have
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
glDisableVertexAttribArray(2)
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
frames += 1
# !Note braces around vertex_buffer and uv_buffer.
# glDeleteBuffers expects a list of buffers to delete
glDeleteBuffers(1, [vertex_buffer])
glDeleteBuffers(1, [uv_buffer])
glDeleteBuffers(1, [normal_buffer])
glDeleteProgram(program_id)
glDeleteTextures([texture_id])
glDeleteVertexArrays(1, [vertex_array_id])
glfw.terminate()