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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » ARB » vertex_array_bgra.py
'''OpenGL extension ARB.vertex_array_bgra

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.vertex_array_bgra to provide a more 
Python-friendly API

Overview (from thespec import 
  
  This extension provides a single new component format for vertex
  arrays to read 4-component unsigned byte vertex attributes with a
  BGRA component ordering.
  
  OpenGL expects vertex arrays containing 4 unsigned bytes per
  element to be in the RGBA, STRQ, or XYZW order (reading components
  left-to-right in their lower address to higher address order).
  Essentially the order the components appear in memory is the order
  the components appear in the resulting vertex attribute vector.
  
  However Direct3D has color (diffuse and specular) vertex arrays
  containing 4 unsigned bytes per element that are in a BGRA order
  (again reading components left-to-right in their lower address
  to higher address order).  Direct3D calls this "ARGB" reading the
  components in the opposite order (reading components left-to-right
  in their higher address to lower address order).  This ordering is
  generalized in the DirectX 10 by the DXGI_FORMAT_B8G8R8A8_UNORM
  format.
  
  For an OpenGL application to source color data from avertex import 
  buffer formatted for Direct3D's color array format conventions,
  the application is forced to either:
  
  1.  Rely on a vertex program or shader to swizzle the color components
      from theBGRAtoconventionalRGBAorder. import 
  
  2.  Re-order the color data components in the vertex buffer from  import 
      Direct3D's native BGRA order to OpenGL's native RGBA order.
  
  Neither option is entirely satisfactory.
  
  Option 1 means vertex shaders have to be re-written to source colors
  differently.  If the same vertex shader is used with vertex arrays
  configured to source the color as 4 floating-point color components,
  the swizzle for BGRA colors stored as 4 unsigned bytes is no longer
  appropriate.  The shader's swizzling of colors becomes dependent on
  the type and number of color components.  Ideally the vertex shader
  should be independent from theformatcomponentorderingofthe import 
  data it sources.
  
  Option 2 is expensive because vertex buffers may have to be
  reformatted prior to use.  OpenGL treats the memory for vertex arrays
  (whether client-side memory or buffer objects) as essentially untyped
  memory and vertex arrays can be stored separately, interleaved,
  or even interwoven (where multiple arrays overlap with differing
  strides and formats).
  
  Rather than force a re-ordering of either vertex array components
  in memory or a vertex array format-dependent re-ordering of vertex
  shader inputs, OpenGL can simply provide a vertex array format that
  matches the Direct3D color component ordering.
  
  This approach mimics that of the EXT_bgra extension for pixel and
  texel formats except for vertex instead of image data.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ARB.vertex_array_bgra import *
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