git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@12392 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			271 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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from wxPython.wx       import *
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try:
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    from wxPython.glcanvas import *
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    haveGLCanvas = true
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except ImportError:
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    haveGLCanvas = false
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try:
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    # The Python OpenGL package can be found at
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    # http://PyOpenGL.sourceforge.net/
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    from OpenGL.GL import *
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    from OpenGL.GLUT import *
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    haveOpenGL = true
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except ImportError:
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    haveOpenGL = false
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#----------------------------------------------------------------------
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if not haveGLCanvas:
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    def runTest(frame, nb, log):
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        dlg = wxMessageDialog(frame, 'The wxGLCanvas has not been included with this build of wxPython!',
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                          'Sorry', wxOK | wxICON_INFORMATION)
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        dlg.ShowModal()
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        dlg.Destroy()
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elif not haveOpenGL:
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    def runTest(frame, nb, log):
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        dlg = wxMessageDialog(frame,
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                              'The OpenGL package was not found.  You can get it at\n'
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                              'http://PyOpenGL.sourceforge.net/',
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                          'Sorry', wxOK | wxICON_INFORMATION)
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        dlg.ShowModal()
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        dlg.Destroy()
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else:
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    buttonDefs = {
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        wxNewId() : ('CubeCanvas',      'Cube'),
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        wxNewId() : ('ConeCanvas',      'Cone'),
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        }
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    class ButtonPanel(wxPanel):
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        def __init__(self, parent, log):
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            wxPanel.__init__(self, parent, -1)
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            self.log = log
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            box = wxBoxSizer(wxVERTICAL)
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            box.Add(20, 30)
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            keys = buttonDefs.keys()
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            keys.sort()
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            for k in keys:
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                text = buttonDefs[k][1]
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                btn = wxButton(self, k, text)
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                box.Add(btn, 0, wxALIGN_CENTER|wxALL, 15)
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                EVT_BUTTON(self, k, self.OnButton)
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            self.SetAutoLayout(true)
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            self.SetSizer(box)
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        def OnButton(self, evt):
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            canvasClassName = buttonDefs[evt.GetId()][0]
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            canvasClass = eval(canvasClassName)
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            frame = wxFrame(None, -1, canvasClassName, size=(400,400))
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            canvas = canvasClass(frame)
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            frame.Show(true)
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    def runTest(frame, nb, log):
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        win = ButtonPanel(nb, log)
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        return win
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    class MyCanvasBase(wxGLCanvas):
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        def __init__(self, parent):
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            wxGLCanvas.__init__(self, parent, -1)
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            self.init = false
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            # initial mouse position
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            self.lastx = self.x = 30
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            self.lasty = self.y = 30
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            EVT_ERASE_BACKGROUND(self, self.OnEraseBackground)
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            EVT_SIZE(self, self.OnSize)
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            EVT_PAINT(self, self.OnPaint)
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            #EVT_LEFT_DOWN(self, self.OnMouseDown)  # needs fixing...
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            #EVT_LEFT_UP(self, self.OnMouseUp)
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            #EVT_MOTION(self, self.OnMouseMotion)
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        def OnEraseBackground(self, event):
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            pass # Do nothing, to avoid flashing on MSW.
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        def OnSize(self, event):
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            size = self.GetClientSize()
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            if self.GetContext():
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                self.SetCurrent()
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                glViewport(0, 0, size.width, size.height)
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        def OnPaint(self, event):
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            dc = wxPaintDC(self)
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            self.SetCurrent()
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            if not self.init:
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                self.InitGL()
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                self.init = true
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            self.OnDraw()
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        def OnMouseDown(self, evt):
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            self.CaptureMouse()
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        def OnMouseUp(self, evt):
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            self.ReleaseMouse()
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        def OnMouseMotion(self, evt):
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            if evt.Dragging() and evt.LeftIsDown():
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                self.x, self.y = self.lastx, self.lasty
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                self.x, self.y = evt.GetPosition()
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                self.Refresh()
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    class CubeCanvas(MyCanvasBase):
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        def InitGL(self):
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            # set viewing projection
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            glMatrixMode(GL_PROJECTION);
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            glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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            # position viewer
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            glMatrixMode(GL_MODELVIEW);
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            glTranslatef(0.0, 0.0, -2.0);
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            # position object
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            glRotatef(self.y, 1.0, 0.0, 0.0);
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            glRotatef(self.x, 0.0, 1.0, 0.0);
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            glEnable(GL_DEPTH_TEST);
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            glEnable(GL_LIGHTING);
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            glEnable(GL_LIGHT0);
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        def OnDraw(self):
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            # clear color and depth buffers
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            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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            # draw six faces of a cube
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            glBegin(GL_QUADS)
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            glNormal3f( 0.0, 0.0, 1.0)
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            glVertex3f( 0.5, 0.5, 0.5)
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            glVertex3f(-0.5, 0.5, 0.5)
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            glVertex3f(-0.5,-0.5, 0.5)
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            glVertex3f( 0.5,-0.5, 0.5)
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            glNormal3f( 0.0, 0.0,-1.0)
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            glVertex3f(-0.5,-0.5,-0.5)
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            glVertex3f(-0.5, 0.5,-0.5)
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            glVertex3f( 0.5, 0.5,-0.5)
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            glVertex3f( 0.5,-0.5,-0.5)
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            glNormal3f( 0.0, 1.0, 0.0)
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            glVertex3f( 0.5, 0.5, 0.5)
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            glVertex3f( 0.5, 0.5,-0.5)
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            glVertex3f(-0.5, 0.5,-0.5)
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            glVertex3f(-0.5, 0.5, 0.5)
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            glNormal3f( 0.0,-1.0, 0.0)
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            glVertex3f(-0.5,-0.5,-0.5)
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            glVertex3f( 0.5,-0.5,-0.5)
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            glVertex3f( 0.5,-0.5, 0.5)
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            glVertex3f(-0.5,-0.5, 0.5)
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            glNormal3f( 1.0, 0.0, 0.0)
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            glVertex3f( 0.5, 0.5, 0.5)
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            glVertex3f( 0.5,-0.5, 0.5)
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            glVertex3f( 0.5,-0.5,-0.5)
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            glVertex3f( 0.5, 0.5,-0.5)
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            glNormal3f(-1.0, 0.0, 0.0)
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            glVertex3f(-0.5,-0.5,-0.5)
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            glVertex3f(-0.5,-0.5, 0.5)
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            glVertex3f(-0.5, 0.5, 0.5)
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            glVertex3f(-0.5, 0.5,-0.5)
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            glEnd()
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            glRotatef(self.lasty - self.y, 1.0, 0.0, 0.0);
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            glRotatef(self.lastx - self.x, 0.0, 1.0, 0.0);
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            self.SwapBuffers()
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    class ConeCanvas(MyCanvasBase):
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        def InitGL( self ):
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            glMatrixMode(GL_PROJECTION);
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            # camera frustrum setup
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            glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
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            glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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            glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
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            glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
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            glMaterial(GL_FRONT, GL_SHININESS, 50.0)
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            glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
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            glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
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            glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
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            glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
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            glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
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            glEnable(GL_LIGHTING)
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            glEnable(GL_LIGHT0)
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            glDepthFunc(GL_LESS)
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            glEnable(GL_DEPTH_TEST)
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            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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        def OnDraw(self):
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            # clear color and depth buffers
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            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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            # position viewer
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            glMatrixMode(GL_MODELVIEW);
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            # use a fresh transformation matrix
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            glPushMatrix()
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            # position object
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            glTranslate(0.0, 0.0, -2.0);
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            glRotate(30.0, 1.0, 0.0, 0.0);
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            glRotate(30.0, 0.0, 1.0, 0.0);
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            glTranslate(0, -1, 0)
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            glRotate(250, 1, 0, 0)
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            glutSolidCone(1, 2, 50, 10)
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            glPopMatrix()
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            # push into visible buffer
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            self.SwapBuffers()
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#----------------------------------------------------------------------
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overview = """\
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"""
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#----------------------------------------------------------------------
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def _test():
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    class MyApp(wxApp):
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        def OnInit(self):
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            frame = wxFrame(None, -1, "GL Demos", wxDefaultPosition, wxSize(600,300))
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            #win = ConeCanvas(frame)
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            MySplitter(frame)
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            frame.Show(TRUE)
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            self.SetTopWindow(frame)
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            return TRUE
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    app = MyApp(0)
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    app.MainLoop()
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if __name__ == '__main__':
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    _test()
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