filmov
tv
Pygame Python Game Development Tutorial 95 OpenGL Display Cube

Показать описание
Abstract video content
hello everybody welcome to another pie game with python and pie opengl tutorial
video from $FULLPHONENUM sent to export bucking new boston in the last video
we're working on was our glu perspective and now we're ready to modify basically
we're where we start sort of in relation to our cube so we're going to use GL
trans translate f and g 0 translate officially multiplies the current meet
tricks by a translation matrix so what it really ties is it lets you kind of
move about the object and the parameters that you pastor here are just XYZ and
you'll see what i mean in a moment about moving about the object if you know
syndrome again so we're just going to pass through 0.0 0.0 and then we'll pass
a negative 5 . sir
ok so what this means is like we can pass through values here again just like
Jill you perspective and just like the importance of order here room i will
show you once we have a coupon screen you can actually have kind of fun time
editing some of this stuff because opengl is pretty much going to draw
whatever you throw at it so sometimes you can draw some pretty funny looking
things anyway
this will be our basically negative 5 means we're going to take five unit
steps back and from our cube otherwise we don't you negative 5rq will be the
screen but and we'll have no idea the cube is even there
uh-huh but it that so we take negative 5y august if you took negative five
steps back you would actually take five steps forward so we're actually going to
take five states back and 45 units back and then we'll see your actual cute
so the next thing that we're going to cover is rotate so we can also do GL
rotate F and this is basically this actually takes four parameters this
takes the angle then XYZ and so the angle will just say 20 degrees and then
X will just have zero and then 0n0 XYZ all zeros but as you modify these that's
what's going to basically like tilt things so i'll show you what i mean by
that probably again once we render the cube so let's work on actually rendering
the cube so we have a WoW true and this is where we throw in our typical pygame
event right so for events in my game . event die get what do we want to do
sometimes we print event here but we won't
first we're going to say if event . type equals PI game . with what do we want to
do we're going to run
whoops pygame . quit and then finally a quit so this allows us to actually X out
of the screen and and that'll be it for now and now what we want to do is form
and we don't want that for loop for now so it's basically going to allow so just
leave one only if instead of like having like exit out very messy so now what we
want to do is we're going to do a will do will run a GL clear this basically
acts like our fill statement used to so before we would say Phil white and it
would fill the screen white and we would draw everything on top of the screen
again
GL clear clears the view because um if you draw like in pygame it was ok
because the way renders but in OpenGL it's it
things were a little differently if you draw everything in the back and it's
still going to render it in the foreground because why because more
matters than what can you can view right you need to get a little change of
perspective so it's always going to have that stuff in the back end so you kind
of have to keep that in mind so GL clear and then here we put in some some
serious parameters so turn your caps caps button here
GL color underscore buffer underscore bit pipe then geo underscored depth
underscore buffer underscore bit some-some opengl Constance basically
then after we clear the screen
we're going to go ahead and run draw cube so draw underscore cube and then
we'll run by game . display . update and then we don't really have a to-do frames
per second but we can do instead is use dupuy game . time . wait 10 then we can
run main and we've written a lot of code before we get to bug check so we'll see
how this pans out for us but let's go ahead and save and run that see what see
what happens
goe a typo depth buffer bit depth here we go
yep bit oh my goodness under cased all good all right
ok another problem for edge in edges
oops we need to call that edges so this list of edges the edges four edges
dragon
a lot of errors folks oh my goodness
Burt is not defined
alright vertex one more time one more time
oh my could be ok Biden has been ok let's try it let's we'll pass through
flip display up to a full it mom
ok so like I said that was quite the challenge so this is our obviously our
display we've got the cube up there it doesn't totally I mean we can imagine
that this is a cube but we c
...
hello everybody welcome to another pie game with python and pie opengl tutorial
video from $FULLPHONENUM sent to export bucking new boston in the last video
we're working on was our glu perspective and now we're ready to modify basically
we're where we start sort of in relation to our cube so we're going to use GL
trans translate f and g 0 translate officially multiplies the current meet
tricks by a translation matrix so what it really ties is it lets you kind of
move about the object and the parameters that you pastor here are just XYZ and
you'll see what i mean in a moment about moving about the object if you know
syndrome again so we're just going to pass through 0.0 0.0 and then we'll pass
a negative 5 . sir
ok so what this means is like we can pass through values here again just like
Jill you perspective and just like the importance of order here room i will
show you once we have a coupon screen you can actually have kind of fun time
editing some of this stuff because opengl is pretty much going to draw
whatever you throw at it so sometimes you can draw some pretty funny looking
things anyway
this will be our basically negative 5 means we're going to take five unit
steps back and from our cube otherwise we don't you negative 5rq will be the
screen but and we'll have no idea the cube is even there
uh-huh but it that so we take negative 5y august if you took negative five
steps back you would actually take five steps forward so we're actually going to
take five states back and 45 units back and then we'll see your actual cute
so the next thing that we're going to cover is rotate so we can also do GL
rotate F and this is basically this actually takes four parameters this
takes the angle then XYZ and so the angle will just say 20 degrees and then
X will just have zero and then 0n0 XYZ all zeros but as you modify these that's
what's going to basically like tilt things so i'll show you what i mean by
that probably again once we render the cube so let's work on actually rendering
the cube so we have a WoW true and this is where we throw in our typical pygame
event right so for events in my game . event die get what do we want to do
sometimes we print event here but we won't
first we're going to say if event . type equals PI game . with what do we want to
do we're going to run
whoops pygame . quit and then finally a quit so this allows us to actually X out
of the screen and and that'll be it for now and now what we want to do is form
and we don't want that for loop for now so it's basically going to allow so just
leave one only if instead of like having like exit out very messy so now what we
want to do is we're going to do a will do will run a GL clear this basically
acts like our fill statement used to so before we would say Phil white and it
would fill the screen white and we would draw everything on top of the screen
again
GL clear clears the view because um if you draw like in pygame it was ok
because the way renders but in OpenGL it's it
things were a little differently if you draw everything in the back and it's
still going to render it in the foreground because why because more
matters than what can you can view right you need to get a little change of
perspective so it's always going to have that stuff in the back end so you kind
of have to keep that in mind so GL clear and then here we put in some some
serious parameters so turn your caps caps button here
GL color underscore buffer underscore bit pipe then geo underscored depth
underscore buffer underscore bit some-some opengl Constance basically
then after we clear the screen
we're going to go ahead and run draw cube so draw underscore cube and then
we'll run by game . display . update and then we don't really have a to-do frames
per second but we can do instead is use dupuy game . time . wait 10 then we can
run main and we've written a lot of code before we get to bug check so we'll see
how this pans out for us but let's go ahead and save and run that see what see
what happens
goe a typo depth buffer bit depth here we go
yep bit oh my goodness under cased all good all right
ok another problem for edge in edges
oops we need to call that edges so this list of edges the edges four edges
dragon
a lot of errors folks oh my goodness
Burt is not defined
alright vertex one more time one more time
oh my could be ok Biden has been ok let's try it let's we'll pass through
flip display up to a full it mom
ok so like I said that was quite the challenge so this is our obviously our
display we've got the cube up there it doesn't totally I mean we can imagine
that this is a cube but we c
...