glVertex3f(machineSize.x, machineSize.y, 0)\r
glVertex3f(0, machineSize.y, 0)\r
glEnd()\r
- glColor3f(0.7,0.7,0.7)\r
- glLineWidth(2)\r
- glBegin(GL_LINES)\r
- for i in xrange(0, int(machineSize.x), 10):\r
- glVertex3f(i, 0, 0)\r
- glVertex3f(i, machineSize.y, 0)\r
- for i in xrange(0, int(machineSize.y), 10):\r
- glVertex3f(0, i, 0)\r
- glVertex3f(machineSize.x, i, 0)\r
- glEnd()\r
+ if False:\r
+ glColor3f(0.7,0.7,0.7)\r
+ glLineWidth(2)\r
+ glBegin(GL_LINES)\r
+ for i in xrange(0, int(machineSize.x), 10):\r
+ glVertex3f(i, 0, 0)\r
+ glVertex3f(i, machineSize.y, 0)\r
+ for i in xrange(0, int(machineSize.y), 10):\r
+ glVertex3f(0, i, 0)\r
+ glVertex3f(machineSize.x, i, 0)\r
+ glEnd()\r
+ else:\r
+ glColor4f(0.7,0.7,0.7,0.7)\r
+ glDisable(GL_CULL_FACE)\r
+ glEnable(GL_BLEND)\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)\r
+ glBegin(GL_QUADS)\r
+ for x in xrange(0, int(machineSize.x), 20):\r
+ for y in xrange(0, int(machineSize.y), 20):\r
+ glVertex3f(x, y, -0.01)\r
+ glVertex3f(min(x+10, machineSize.x), y, -0.01)\r
+ glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)\r
+ glVertex3f(x, min(y+10, machineSize.y), -0.01)\r
+ for x in xrange(10, int(machineSize.x), 20):\r
+ for y in xrange(10, int(machineSize.y), 20):\r
+ glVertex3f(x, y, -0.01)\r
+ glVertex3f(min(x+10, machineSize.x), y, -0.01)\r
+ glVertex3f(min(x+10, machineSize.x), min(y+10, machineSize.y), -0.01)\r
+ glVertex3f(x, min(y+10, machineSize.y), -0.01)\r
+ glEnd()\r
+ glEnable(GL_CULL_FACE)\r
+ glDisable(GL_BLEND)\r
glLineWidth(1)\r
glBegin(GL_LINE_LOOP)\r
glVertex3f(0, 0, machineSize.z)\r