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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » NV » texture_shader3.py
'''OpenGL extension NV.texture_shader3

This module customises the behaviour of the 
OpenGL.raw.GL.NV.texture_shader3 to provide a more 
Python-friendly API

Overview (from thespec import 
  
  NV_texture_shader3 extends the NV_texture_shader functionality by
  adding several new texture shader operations, extending several
  existing texture shader operations, adding a new HILO8 internal
  format, and adding new and more flexible re-mapping modes for dot
  product and dependent texture shader operations.
  
  See the NV_texture_shader extension for information about the
  texture shader operational model.
  
  The fourteen new texture shader operations are:
  
  <offset textures>
  
  24.  OFFSET_PROJECTIVE_TEXTURE_2D_NV - Transforms the signed (ds,dt)
       components of a previous texture unit by a 2x2 floating-point
       matrix and then uses the result to offset the stage's texture
       coordinates for a 2D non-projective texture.
  
  25.  OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV - Same as above except
       the magnitude component of the previous texture unit result
       scales the red, green, and blue components of the unsigned RGBA
       texture 2D access.
  
  26.  OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV - Similar to
       OFFSET_TEXTURE_2D_NV except that the texture access is into a
       rectangular non-projective texture.
  
  27.  OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV - Similar to
       OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV except that the texture
       access is into a rectangular non-projective texture.
  
  28.  OFFSET_HILO_TEXTURE_2D_NV - Similar to OFFSET_TEXTURE_2D_NV
       but uses a (higher-precision) HILO base format texture rather
       than a DSDT-type base format.
  
  29.  OFFSET_HILO_TEXTURE_RECTANGLE_NV - Similar to
       OFFSET_TEXTURE_RECTANGLE_NV but uses a (higher-precision)
       HILO base format texture rather than a DSDT-type base format.
  
  30.  OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV - Similar to
       OFFSET_PROJECTIVE_TEXTURE_2D_NV but uses a (higher-precision)
       HILO base format texture rather than a DSDT-type base format.
  
  31.  OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV - Similar to
       OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV but uses a
       (higher-precision) HILO base format texture rather than a
       DSDT-type base format.
  
       (There are no "offset HILO texture scale" operations because
       HILO textures have only two components with no third component
       for scaling.)
  
  <dependent textures>
  
  32.  DEPENDENT_HILO_TEXTURE_2D_NV - Converts the hi and lo components
       of a previous shader HILO result into an (s,t) texture coordinate
       set to access a 2D non-projective texture.
  
  33.  DEPENDENT_RGB_TEXTURE_3D_NV - Converts the red, green, and
       blue components of a previous shader RGBA result into an (s,t,r)
       texture coordinate set to access a 3D non-projective texture.
  
  34.  DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV - Converts the red, green,
       and blue components of a previous shader RGBA result into an
       (s,t,r) texture coordinate set to access a cube map texture.
  
  <dot product pass through>
  
  35.  DOT_PRODUCT_PASS_THROUGH_NV - Computes a dot product in the
       manner of the DOT_PRODUCT_NV operation and the result is [0,1]
       clamped and smeared to generate the texture unit RGBA result.
  
  <dot product textures>
  
  36.  DOT_PRODUCT_TEXTURE_1D_NV - Computes a dot product in the manner
       of the DOT_PRODUCT_NV operation and uses the result as the s
       texture coordinate to access a 2D non-projective texture.
  
  <dot product depth replace>
  
  37.  DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV - Computes a dot product
       in the manner of the DOT_PRODUCT_NV operation and the result
       is [0,1] clamped and replaces the fragment's window-space
       depth value.  The texture unit RGBA result is (0,0,0,0).
  
  Two new internal texture formats have been added: HILO8_NV and
  SIGNED_HILO8_NV.  These texture formats allow HILO textures to be
  stored in half the space; still the filtering for these internal
  texture formats is done with 16-bit precision.
  
  One new unsigned RGBA dot product mapping mode (FORCE_BLUE_TO_ONE_NV)
  forces the blue component to be 1.0 before computing a dot product.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/NV/texture_shader3.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.NV.texture_shader3 import *
### END AUTOGENERATED SECTION
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