diff options
author | Cristian Maureira-Fredes <cristian.maureira-fredes@qt.io> | 2018-06-18 13:15:27 +0200 |
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committer | Cristian Maureira-Fredes <cristian.maureira-fredes@qt.io> | 2018-06-18 11:52:55 +0000 |
commit | 5d88488592f55aa8d81b3256a4e76cfdf1a7f050 (patch) | |
tree | 11a197a6fb2b17747edee52bfcd8e2a11e843207 /examples/opengl/contextinfo.py | |
parent | 59694f8bf1c2f81c00d15fffef3060509d2a4b63 (diff) |
Remove semicolon from examples
Task-number: PYSIDE-712
Change-Id: Ib91e4fec88bdb7146e54c285c7f4da60deecb6cf
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Diffstat (limited to 'examples/opengl/contextinfo.py')
-rw-r--r-- | examples/opengl/contextinfo.py | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/examples/opengl/contextinfo.py b/examples/opengl/contextinfo.py index ef1005604..9cd22965c 100644 --- a/examples/opengl/contextinfo.py +++ b/examples/opengl/contextinfo.py @@ -109,10 +109,10 @@ colors = numpy.array([1, 0, 0, 0, 1, 0, 0, 0, 1], dtype = numpy.float32) class RenderWindow(QWindow): def __init__(self, format): super(RenderWindow, self).__init__() - self.setSurfaceType(QWindow.OpenGLSurface); - self.setFormat(format); - self.context = QOpenGLContext(self); - self.context.setFormat(self.requestedFormat()); + self.setSurfaceType(QWindow.OpenGLSurface) + self.setFormat(format) + self.context = QOpenGLContext(self) + self.context.setFormat(self.requestedFormat()) if not self.context.create(): raise Exception("Unable to create GL context") self.program = None @@ -120,12 +120,12 @@ class RenderWindow(QWindow): self.angle = 0 def initGl(self): - self.program = QOpenGLShaderProgram(self); + self.program = QOpenGLShaderProgram(self) self.vao = QOpenGLVertexArrayObject() self.vbo = QOpenGLBuffer() - format = self.context.format(); - useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile; + format = self.context.format() + useNewStyleShader = format.profile() == QSurfaceFormat.CoreProfile # Try to handle 3.0 & 3.1 that do not have the core/compatibility profile # concept 3.2+ has. This may still fail since version 150 (3.2) is # specified in the sources but it's worth a try. @@ -142,31 +142,31 @@ class RenderWindow(QWindow): if not self.program.link(): raise Exception("Could not link shaders: {}".format(self.program.log())) - self.posAttr = self.program.attributeLocation("posAttr"); - self.colAttr = self.program.attributeLocation("colAttr"); - self.matrixUniform = self.program.uniformLocation("matrix"); + self.posAttr = self.program.attributeLocation("posAttr") + self.colAttr = self.program.attributeLocation("colAttr") + self.matrixUniform = self.program.uniformLocation("matrix") - self.vbo.create(); - self.vbo.bind(); + self.vbo.create() + self.vbo.bind() self.verticesData = vertices.tobytes() self.colorsData = colors.tobytes() verticesSize = 4 * vertices.size colorsSize = 4 * colors.size - self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize); + self.vbo.allocate(VoidPtr(self.verticesData), verticesSize + colorsSize) self.vbo.write(verticesSize, VoidPtr(self.colorsData), colorsSize) - self.vbo.release(); + self.vbo.release() vaoBinder = QOpenGLVertexArrayObject.Binder(self.vao) if self.vao.isCreated(): # have VAO support, use it self.setupVertexAttribs() def setupVertexAttribs(self): - self.vbo.bind(); - self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2); - self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3); - self.program.enableAttributeArray(self.posAttr); - self.program.enableAttributeArray(self.colAttr); - self.vbo.release(); + self.vbo.bind() + self.program.setAttributeBuffer(self.posAttr, GL.GL_FLOAT, 0, 2) + self.program.setAttributeBuffer(self.colAttr, GL.GL_FLOAT, 4 * vertices.size, 3) + self.program.enableAttributeArray(self.posAttr) + self.program.enableAttributeArray(self.colAttr) + self.vbo.release() def exposeEvent(self, event): if self.isExposed(): @@ -185,22 +185,22 @@ class RenderWindow(QWindow): functions.glClearColor(0, 0, 0, 1) self.initGl() - functions.glViewport(0, 0, self.width(), self.height()); - functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); + functions.glViewport(0, 0, self.width(), self.height()) + functions.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) - self.program.bind(); + self.program.bind() matrix = QMatrix4x4() matrix.perspective(60, 4 / 3, 0.1, 100) matrix.translate(0, 0, -2) matrix.rotate(self.angle, 0, 1, 0) - self.program.setUniformValue(self.matrixUniform, matrix); + self.program.setUniformValue(self.matrixUniform, matrix) if self.vao.isCreated(): - self.vao.bind(); + self.vao.bind() else: # no VAO support, set the vertex attribute arrays now self.setupVertexAttribs() - functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3); + functions.glDrawArrays(GL.GL_TRIANGLES, 0, 3) self.vao.release() self.program.release() |