def _init_GL()

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)