print "Shader was not properly released!"
class GLVBO(GLReferenceCounter):
- def __init__(self, vertexArray, normalArray):
+ def __init__(self, vertexArray, normalArray = None):
super(GLVBO, self).__init__()
self._buffer = glGenBuffers(1)
self._size = len(vertexArray)
+ self._hasNormals = normalArray is not None
glBindBuffer(GL_ARRAY_BUFFER, self._buffer)
- glBufferData(GL_ARRAY_BUFFER, numpy.concatenate((vertexArray, normalArray), 1), GL_STATIC_DRAW)
+ if self._hasNormals:
+ glBufferData(GL_ARRAY_BUFFER, numpy.concatenate((vertexArray, normalArray), 1), GL_STATIC_DRAW)
+ else:
+ glBufferData(GL_ARRAY_BUFFER, vertexArray, GL_STATIC_DRAW)
glBindBuffer(GL_ARRAY_BUFFER, 0)
def render(self, render_type = GL_TRIANGLES):
glEnableClientState(GL_VERTEX_ARRAY)
- glEnableClientState(GL_NORMAL_ARRAY)
glBindBuffer(GL_ARRAY_BUFFER, self._buffer)
- glVertexPointer(3, GL_FLOAT, 2*3*4, c_void_p(0))
- glNormalPointer(GL_FLOAT, 2*3*4, c_void_p(3 * 4))
- batchSize = 999 #Warning, batchSize needs to be dividable by 3
+ if self._hasNormals:
+ glEnableClientState(GL_NORMAL_ARRAY)
+ glVertexPointer(3, GL_FLOAT, 2*3*4, c_void_p(0))
+ glNormalPointer(GL_FLOAT, 2*3*4, c_void_p(3 * 4))
+ else:
+ glVertexPointer(3, GL_FLOAT, 3*4, c_void_p(0))
+
+ batchSize = 1002 #Warning, batchSize needs to be dividable by 3 and 2
extraStartPos = int(self._size / batchSize) * batchSize
extraCount = self._size - extraStartPos
glDrawArrays(render_type, i * batchSize, batchSize)
glDrawArrays(render_type, extraStartPos, extraCount)
glBindBuffer(GL_ARRAY_BUFFER, 0)
+
glDisableClientState(GL_VERTEX_ARRAY)
- glDisableClientState(GL_NORMAL_ARRAY)
+ if self._hasNormals:
+ glDisableClientState(GL_NORMAL_ARRAY)
def release(self):
if self._buffer is not None:
prevVv1 = vv1
prevVv3 = vv3
else:
- glBegin(GL_LINE_STRIP)
glColor4fv(c)
+ glBegin(GL_TRIANGLES)
for v in path.points:
glVertex3f(v[0], v[1], v[2])
glEnd()
+
if not path.type == 'move':
prevPathWasRetract = False
#if path.type == 'retract' and path.points[0].almostEqual(path.points[-1]):