#1
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OpenGL vs. Vizard?
Is there a way to convert openGL functions to Vizard compatible functions?
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#2
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Added material
Here is the code for OpenGL functions that i have. Is there a way to find Vizard compatible functions for them? Help on any of this would be greatly appreciated.
# OpenGL functions from __future__ import division from OpenGL.GL import * from defines import * def set_color (army, colorMode): if(colorMode == shadow): glColor4d(0,0.0,0,0.6) #glmaterialfv(gl_front, gl_shininess, 0.0) #glmaterialfv(gl_front, gl_ambient, [0, 0, 0, 0.5]) #glmaterialfv(gl_front, gl_diffuse, [0, 0, 0, 0]) #glmaterialfv(gl_front, gl_specular, [0, 0, 0, 0]) elif(colorMode == color2): glColor3d(0,0,0) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 0.0) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.35, 0.35, 0.35, 1.0]) elif(army == black): glColor3d(0.6,0.2,0.4) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 0.0) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.35, 0.35, 0.35, 1.0]) elif(army == white): glColor3d(0.3,0.6,0.7) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 0.0) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.0, 0.0, 0.0, 1.0]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.35, 0.35, 0.35, 1.0]) |
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