self._zoom = self._animZoom.getPosition()
if self._animZoom.isDone():
self._animZoom = None
- if self._objectShader is None:
+ if self._objectShader is None: #TODO: add loading shaders from file(s)
if openglHelpers.hasShaderSupport():
self._objectShader = openglHelpers.GLShader("""
varying float light_amount;
gl_FragColor = vec4(gl_Color.xyz * light_amount, 1.0-intensity);
}
""")
- if self._objectShader is None or not self._objectShader.isValid():
+ if self._objectShader is None or not self._objectShader.isValid(): #Could not make shader.
self._objectShader = openglHelpers.GLFakeShader()
self._objectOverhangShader = openglHelpers.GLFakeShader()
self._objectLoadShader = None
glColor4ub((n >> 16) & 0xFF, (n >> 8) & 0xFF, (n >> 0) & 0xFF, 0xFF)
self._renderObject(obj)
- if self._mouseX > -1:
+ if self._mouseX > -1: # mouse has not passed over the opengl window.
glFlush()
n = glReadPixels(self._mouseX, self.GetSize().GetHeight() - 1 - self._mouseY, 1, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8)[0][0] >> 8
if n < len(self._scene.objects()):