4.1.3.18. TextureVertexArray
This modules provides to tools to manage texture.
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class PyOpenGLng.HighLevelApi.TextureVertexArray.GlTextureVertexArray(position, dimension, image=None, integer_internal_format=False)[source]
Bases: PyOpenGLng.HighLevelApi.VertexArrayObject.GlVertexArrayObject
This class wraps a Texture Vertex Array.
The parameters position and dimension define the quad where is mapped the texture.
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_bind_texture()[source]
Bind the texture.
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_create_array(position, dimension)[source]
Create the vertex array buffer for the quad from a rectangle defined by its base
position and its dimension.
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_create_texture()[source]
Create the texture.
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_create_uv_vbo()[source]
Create the vertex array buffer for the UV texture coordinates.
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_logger = <logging.Logger object at 0x5d06f10>
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_unbind_texture()[source]
Unbind the texture.
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_uv_vbo = None
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bind_to_shader(shader_program_interface)[source]
Bind to a shader program.
The shader program must define a position vertex attribute for the quad where is mapped
the texture, a position_uv vertex attribute for the UV texture coordinates and a
texture0 sampler uniform.
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draw()[source]
Map and paint the texture on the quad defined by the vertex array.
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set(image, integer_internal_format=False)[source]
Set the texture data.
The parameter image is a Numpy array that can have up to 4 interleaved planes and of type
uint8, int8, uint16 and int16.
The flag integer_internal_format specfies if the texture uses an integer internal format.