screen_coordinates.py :  » Game-2D-3D » PyOpenGL » PyOpenGL-3.0.1 » OpenGL » GL » REND » Python Open Source

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

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

Overview (from thespec import 
  
      This extension allows the specification of screen coordinate vertex
      data. Screen coordinate vertices completely bypass transformation,
      texture generation, lighting and frustum clipping. It also allow for
      fewer floating point computations to the performed by OpenGL.
  
      If we get screen coordinate inputs then in order to perspectively
      correct data (eg texture), the input data currently has to be
      specified in one of the following manners
  
    1. Specify all the data normally
       eg.
        glTexture2T(s, t);
       and the coordinates as
        glVertex4T(x*w, y*w, z*w, w);
    or
    2. Divide each data by w
       eg.
        glTexture4T(s/w, t/w, r/w, q/w);
       and the coordinates as
        glVertex3T(x, y, z);
  
      Most hardware already performs some form of correction of the
      coordinate data with respect to the w term prior to interpolation.
      This is normally in the form of a multiplication of the terms by the
      inverse w. It would be much more efficient to simply specify screen
      coordinates as shown in the following example
       glTexture2T(s, t, r, q);
      and the coordinates as
       glVertex4T(x, y, z, w);
      and allow the hardware to bring the interpolated terms into a linear
      screen space.
  
      Additionally if the application derives screen coordinates it is
      also highly likely that the 1/w term may already be computed. So it
      would be advantageous to be able to specify 1/w directly instead of
      w in the input screen coordinates.
  
      For hardware that linearly interpolates data, the hardware
      interpolates the following data:
    s/w, t/w, r/w, q/w, x, y, z
      If the input w represents the original 1/w, then the hardware can
      avoid the division and instead interpolate:
    s*w, t*w, r*w, q*w, x, y, z
  

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