(self)
The render pass for the scene
The render pass for the scene
The render pass for the scene
def render(self):
        """ The render pass for the scene """
        self.init_view()

        glEnable(GL_LIGHTING)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Load the modelview matrix from the current state of the trackball
        glMatrixMode(GL_MODELVIEW)
        glPushMatrix()
        glLoadIdentity()
        loc = self.interaction.translation
        glTranslated(loc[0], loc[1], loc[2])
        glMultMatrixf(self.interaction.trackball.matrix)

        # store the inverse of the current modelview.
        currentModelView = numpy.array(glGetFloatv(GL_MODELVIEW_MATRIX))
        self.modelView = numpy.transpose(currentModelView)
        self.inverseModelView = inv(numpy.transpose(currentModelView))

        # render the scene. This will call the render function for each object in the scene
        self.scene.render()

        # draw the grid
        glDisable(GL_LIGHTING)
        glCallList(G_OBJ_PLANE)
        glPopMatrix()

        # flush the buffers so that the scene can be drawn
        glFlush()
def render ( self ) : self . init_view ( ) glEnable ( GL_LIGHTING ) glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) # Load the modelview matrix from the current state of the trackball glMatrixMode ( GL_MODELVIEW ) glPushMatrix ( ) glLoadIdentity ( ) loc = self . interaction . translation glTranslated ( loc [ 0 ] , loc [ 1 ] , loc [ 2 ] ) glMultMatrixf ( self . interaction . trackball . matrix ) # store the inverse of the current modelview. currentModelView = numpy . array ( glGetFloatv ( GL_MODELVIEW_MATRIX ) ) self . modelView = numpy . transpose ( currentModelView ) self . inverseModelView = inv ( numpy . transpose ( currentModelView ) ) # render the scene. This will call the render function for each object in the scene self . scene . render ( ) # draw the grid glDisable ( GL_LIGHTING ) glCallList ( G_OBJ_PLANE ) glPopMatrix ( ) # flush the buffers so that the scene can be drawn glFlush ( )