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Created November 29, 2015 16:35
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test
import bgl as GL
Triangles = 0
NumVAOs = 1
ArrayBuffer = 0
NumBuffers = 1
vPosition = 0
VAOs = GL.GLuint(NumVAOs)
Buffers = GL.GLuint(NumBuffers)
NumVertices = GL.GLuint(6)
def init():
GL.glGenVertexArrays(NumVAOs, VAOs)
GL.glBindVertexArray(VAOs[Triangles])
vertices = GL.GLfloat(NumVertices, 2) = [
[-0.90, -0.90], [0.85, -0.90], [-0.90, 0.85],
[0.90, -0.85], [0.90, 0.90], [-0.85, 0.90]
]
GL.glGenBuffers(NumBuffers, Buffers)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, Buffers[ArrayBuffer])
GL.glBufferData(GL.GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL.GL_STATIC_DRAW)
shaders = GL.ShaderInfo([
[GL.GL_VERTEX_SHADER, "triangles.vert"],
[GL.GL_FRAGMENT_SHADER, "triangles.frag"],
[GL.GL_NONE, None]
])
program = GL.GLuint(GL.LoadShaders(shaders))
GL.glUseProgram(program)
GL.glVertexAttribPointer(vPosition, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, GL.BUFFER_OFFSET(0))
GL.glEnableVertexAttribArray(vPosition)
def display():
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glBindVertexArray(VAOs[Triangles])
GL.glDrawArrays(GL.GL_TRIANGLES, 0, NumVertices)
GL.glFlush()
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