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#!/usr/bin/env python | |
import gtk, gtk.glade as glade | |
class Application(object): | |
def __init__(self): | |
self.glade = glade.XML('spritecaster.glade') | |
self.glade.signal_autoconnect({ | |
'on_window1_delete_event': self.delete_event, | |
'on_window1_destroy_event': self.destroy, | |
'on_auto_button_toggled': self.auto_tool_button, | |
'on_div_tool_button_toggled': self.div_tool_button, |
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# config.mak | |
CFLAGS:=-I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DSHAREPATH=\"/usr/local/share\" -DHAVE_STRUCT_TIMESPEC -DHAVE_STRUCT_TIMEVAL -DNETWORK -DOGL -DNO_ASM -I/usr/include/asm-i486 -Iarch/linux/include | |
LDFLAGS:=-L/usr/lib -lSDL -lphysfs -lGL -lGLU | |
# Makefile | |
include config.mak | |
CFLAGS:=$(CFLAGS) -Iinclude -Imain -Iarch/include | |
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Index: include/physfsrwops.h | |
=================================================================== | |
--- include/physfsrwops.h (revision 889) | |
+++ include/physfsrwops.h (working copy) | |
@@ -28,7 +28,7 @@ | |
#else | |
#include <physfs/physfs.h> | |
#endif | |
-#include <SDL/SDL.h> | |
+#include <SDL.h> |
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#include <sstream> | |
#include <iostream> | |
using namespace std; | |
int main(int argc, char **argv) { | |
stringstream ss; | |
ss << "my favorite number follows: " << 12345; | |
cout << ss.str() << endl; | |
return 0; | |
} |
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#include <SDL.h> | |
#include <SDL_image.h> | |
#ifdef __APPLE__ | |
# include <OpenGL/gl.h> | |
# include <OpenGL/glu.h> | |
#else | |
# include <GL/gl.h> | |
# include <GL/glu.h> | |
#endif | |
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#include <SDL.h> | |
#include <SDL_image.h> | |
#ifdef __APPLE__ | |
# include <OpenGL/gl.h> | |
# include <OpenGL/glu.h> | |
#else | |
# include <GL/gl.h> | |
# include <GL/glu.h> | |
#endif | |
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myMesh = Mesh.Primitives.Cube(2.0) | |
myMesh.faces[0].v | |
([MVert (1.000000 1.000000 1.414214) (0.577349 0.577349 0.577349) 0], [MVert (-1.000000 1.000000 1.414214) (-0.577349 0.577349 0.577349) 3], [MVert (-1.000000 -1.000000 1.414214) (-0.577349 -0.577349 0.577349) 2], [MVert (1.000000 -1.000000 1.414214) (0.577349 -0.577349 0.577349) 1]) | |
myMesh = Mesh.Primitives.Cube(1.0) | |
myMesh.faces[0].v | |
([MVert (0.500000 0.500000 0.707107) (0.577349 0.577349 0.577349) 0], [MVert (-0.500000 0.500000 0.707107) (-0.577349 0.577349 0.577349) 3], [MVert (-0.500000 -0.500000 0.707107) (-0.577349 -0.577349 0.577349) 2], [MVert (0.500000 -0.500000 0.707107) (0.577349 -0.577349 0.577349) 1]) |
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file.write('f') | |
if faceuv: | |
if EXPORT_NORMALS: | |
if f_smooth: # Smoothed, use vertex normals | |
for vi, v in enumerate(f_v): | |
file.write( ' %d/%d/%d' % (\ | |
v.index+totverts,\ | |
totuvco + uv_face_mapping[f_index][vi],\ | |
globalNormals[ veckey3d(v.no) ])) # vert, uv, normal | |
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donny@teamspace:~/.blender/scripts$ diff obj_export.py obj_export2.py | |
4c4 | |
< Name: 'Wavefront (.obj)...' | |
--- | |
> Name: 'Wavefront (w/color) (.obj)...' | |
10c10 | |
< __author__ = "Campbell Barton, Jiri Hnidek" | |
--- | |
> __author__ = "Campbell Barton, Jiri Hnidek, Donny Viszneki" | |
12c12 |
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# code borrowed from here: | |
# http://www.pygame.org/wiki/OBJFileLoader | |
import pygame, re | |
from OpenGL.GL import * | |
def MTL(filename): | |
contents = {} | |
mtl = None | |
for line in open(filename, "r"): | |
if line.startswith('#'): continue |
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