glVertex3f(0, machineSize.y, machineSize.z)\r
glEnd()\r
\r
+def DrawBox(vMin, vMax):\r
+ glBegin(GL_LINE_LOOP)\r
+ glVertex3f(vMin.x, vMin.y, vMin.z)\r
+ glVertex3f(vMax.x, vMin.y, vMin.z)\r
+ glVertex3f(vMax.x, vMax.y, vMin.z)\r
+ glVertex3f(vMin.x, vMax.y, vMin.z)\r
+ glEnd()\r
+\r
+ glBegin(GL_LINE_LOOP)\r
+ glVertex3f(vMin.x, vMin.y, vMax.z)\r
+ glVertex3f(vMax.x, vMin.y, vMax.z)\r
+ glVertex3f(vMax.x, vMax.y, vMax.z)\r
+ glVertex3f(vMin.x, vMax.y, vMax.z)\r
+ glEnd()\r
+ glBegin(GL_LINES)\r
+ glVertex3f(vMin.x, vMin.y, vMin.z)\r
+ glVertex3f(vMin.x, vMin.y, vMax.z)\r
+ glVertex3f(vMax.x, vMin.y, vMin.z)\r
+ glVertex3f(vMax.x, vMin.y, vMax.z)\r
+ glVertex3f(vMax.x, vMax.y, vMin.z)\r
+ glVertex3f(vMax.x, vMax.y, vMax.z)\r
+ glVertex3f(vMin.x, vMax.y, vMin.z)\r
+ glVertex3f(vMin.x, vMax.y, vMax.z)\r
+ glEnd()\r
+\r
def DrawSTL(mesh):\r
for face in mesh.faces:\r
glBegin(GL_TRIANGLES)\r