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

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

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

Overview (from thespec import 
  
      This extension provides support for viewpoint dependent alignment
      of geometry, in particular geometry that rotates about a point or
      a specified axis to face the eye point.  The primary use is for
      quickly rendering roughly cylindrically or spherically symmetric
      objects, e.g. trees, smoke, clouds, etc. using geometry textured
      with a partially transparent texture map.
  
      Rendering sprite geometry requires applying a transformation to
      primitives before the current model view. This matrix includes a
      rotation which is computed based on the current model view matrix
      and a translation which is specified explicitly
      (SPRITE_TRANSLATION_SGIX). The current model view matrix itself
      is not modified.
  
      Primitives are first transformed by a rotation, depending on the
      sprite mode:
  
    SPRITE_AXIAL_SGIX: The front of the object is rotated about
    an axis so that it faces the eye as much as the axis
    constraint allows.  This is used for roughly rendering cylindrical
    objects such as trees in visual simulation. 
  
    SPRITE_OBJECT_ALIGNED_SGIX: The front of the object is
    rotated about a point to face the eye with the remaining
    rotational degree of freedom specified by aligning the top
    of the object with a specified axis in object coordinates.
    This is used for spherical objects and special effects such
    as smoke which must maintain an alignment in object
    coordinates for realism.
  
    SPRITE_EYE_ALIGNED_SGIX: The front of the object is rotated
    about a point to face the eye with the remaining rotational
    degree of freedom specified by aligning the top of the object
    with a specified axis in eye coordinates. This is used for
    rendering sprites which must maintain an alignment on the
    screen, such as 3D annotations.
  
      The axis of rotation or alignment, SPRITE_AXIS_SGIX, can be 
      an arbitrary direction to support geocentric coordinate frames
      in which "up" is not along X, Y or Z.
  
      Sprite geometry is modeled in a canonical frame: +Z is the up
      vector. -Y is the front vector which is rotated to point towards
      the eye. In the discussion below, the eye vector is the vector to
      the eye from theoriginofthemodelviewframetranslatedbythe import 
      sprite position.

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