in fairmotion/viz/glut_viewer.py [0:0]
def _init_GL(self, w, h):
glDisable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_MULTISAMPLE)
glEnable(GL_LINE_SMOOTH)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
glEnable(GL_POINT_SMOOTH)
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST)
glEnable(GL_POLYGON_SMOOTH)
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST)
glEnable(GL_DITHER)
glShadeModel(GL_SMOOTH)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glClearColor(1.0, 1.0, 1.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
ambient = [0.2, 0.2, 0.2, 1.0]
diffuse = [0.6, 0.6, 0.6, 1.0]
front_mat_shininess = [60.0]
front_mat_specular = [0.2, 0.2, 0.2, 1.0]
front_mat_diffuse = [0.5, 0.28, 0.38, 1.0]
lmodel_ambient = [0.2, 0.2, 0.2, 1.0]
lmodel_twoside = [GL_FALSE]
position = [1.0, 0.0, 0.0, 0.0]
position1 = [-1.0, 1.0, 1.0, 0.0]
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse)
glLightfv(GL_LIGHT0, GL_POSITION, position)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient)
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside)
glEnable(GL_LIGHT1)
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse)
glLightfv(GL_LIGHT1, GL_POSITION, position1)
glDisable(GL_LIGHTING)
glEnable(GL_COLOR_MATERIAL)
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glDisable(GL_CULL_FACE)
glEnable(GL_NORMALIZE)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_COLOR_MATERIAL)