def renderscene()

in renderer/glViewer.py [0:0]


def renderscene():
    global g_xRotate, g_rotateView_counter, g_saveFrameIdx

    start = timeit.default_timer()
    # global xrot
    # global yrot
    # global view_dist
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

    #Some anti-aliasing code (seems not working, though)
    glEnable (GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable (GL_LINE_SMOOTH)
    glHint (GL_LINE_SMOOTH_HINT, GL_NICEST)
    # glEnable(GL_POLYGON_SMOOTH)
    glEnable(GL_MULTISAMPLE)
    # glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST)


    # Set up viewing transformation, looking down -Z axis
    glLoadIdentity()
    #gluLookAt(0, 0, -g_fViewDistance, 0, 0, 0, -.1, 0, 0)   #-.1,0,0
    gluLookAt(0,0,0, 0, 0, 1, 0, -1, 0)


    if g_viewMode=='camView':       #Set View Point in MTC Camera View
        # camidlist = ''.join(g_camid)
        # camid = int(camidlist)
        if g_bOrthoCam:
            setCameraViewOrth()
        else:
            setCameraView()

    else:#Free Mode
        # Set perspective (also zoom)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        #gluPerspective(zoom, float(g_Width)/float(g_Height), g_nearPlane, g_farPlane)
        gluPerspective(65, float(g_Width)/float(g_Height), g_nearPlane, g_farPlane)         # This should be called here (not in the reshpe)
        glMatrixMode(GL_MODELVIEW)
        # Render the scene

        # setFree3DView()
        glTranslatef(0,0,g_zoom)

        glRotatef( -g_yRotate, 1.0, 0.0, 0.0)
        glRotatef( -g_xRotate, 0.0, 1.0, 0.0)
        glRotatef( g_zRotate, 0.0, 0.0, 1.0)

        # glutSolidSphere(3, 10, 10)        #Draw Origin

        glTranslatef( g_xTrans,  0.0, 0.0 )
        glTranslatef(  0.0, g_yTrans, 0.0)
        glTranslatef(  0.0, 0, g_zTrans)
        
        glColor3f(0,1,0)



    #This should be drawn first, without depth test (it should be always back)
    if g_bShowBackground:
        if g_bOrthoCam:
            DrawBackgroundOrth()
        else:
            DrawBackground()

    glEnable(GL_LIGHTING)
    glEnable(GL_CULL_FACE)
    #drawbody(bodyDatas[cur_ind], connMat_coco19)
    #drawbody_haggling(m_landmarks[:, cur_ind], connMat_coco19)
    #if g_bSaveToFile:


    # #Debug
    # glColor3f(1,0,0)
    # glutSolidTeapot(100, 10, 10)
    # RenderDomeFloor()
    # glutSwapBuffers()
    # return

    # glUseProgram(0)
    glPolygonMode(GL_FRONT, GL_FILL)
    glPolygonMode(GL_BACK, GL_FILL)

    if g_bShowSkeleton:
        DrawSkeletons()
        # DrawSkeletonsGT()
    DrawTrajectory()

    DrawFaces()
    DrawHands()

    if g_bShowMesh:
        DrawMeshes()
    DrawPosOnly()


    glDisable(GL_LIGHTING)
    glDisable(GL_CULL_FACE)


    DrawCameras()
    if g_ptCloud is not None:
        DrawPtCloud()


    if g_bShowFloor:
        RenderDomeFloor()

    global g_frameIdx#, g_frameLimit
    global g_fps, g_show_fps
    if g_show_fps:
        RenderText("{0} fps".format(int(np.round(g_fps,0))))

    # swap the screen buffers for smooth animation
    glutSwapBuffers()

    if g_bRotateView:

        # g_rotateInnterval = 2.0
        g_xRotate += g_rotateInterval

        # print("{0}/rotview_{1:04d}.jpg".format("RENDER_DIR",g_rotateView_counter))

        g_saveFrameIdx = g_rotateView_counter
        g_rotateView_counter+=1


    if g_bSaveToFile:
        SaveScenesToFile()

    g_frameIdx +=1
    #time.sleep(1)
    if g_frameIdx>=g_frameLimit:
        #global g_bSaveOnlyMode
        if g_bSaveOnlyMode:
            #exit opengl
            global g_stopMainLoop
            g_stopMainLoop= True
            g_frameIdx = 0
        else:
            g_frameIdx =0

    if False:
        #Ensure 30fps
        stop = timeit.default_timer()
        time_sec = stop - start
        sleepTime = 0.03333*10 -time_sec
        if sleepTime>0:
            time.sleep(sleepTime)