text_fragment_shader.py :  » Game-2D-3D » PyOpenGL » PyOpenGL-3.0.1 » OpenGL » GL » ATI » Python Open Source

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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » ATI » text_fragment_shader.py
'''OpenGL extension ATI.text_fragment_shader

This module customises the behaviour of the 
OpenGL.raw.GL.ATI.text_fragment_shader to provide a more 
Python-friendly API

Overview (from thespec import 
  
  The ATI_fragment_shader extension exposes a powerful fragment
  processing model that provides a very general means of expressing
  fragment color blending and dependent texture address modification.
  The processing is termed a fragment shader or fragment program and 
  is specifed using a register-based model in which there are fixed 
  numbers of instructions, texture lookups, read/write registers, and 
  constants.
  
  ATI_fragment_shader provides a unified instruction set
  for operating on address or color data and eliminates the
  distinction between the two.  That extension provides all the
  interfaces necessary to fully expose this programmable fragment
  processor in GL.
  
  ATI_text_fragment_shader is a redefinition of the 
  ATI_fragment_shader functionality, using a slightly different 
  interface.  The intent of creating ATI_text_fragment_shader is to
  take a step towards treating fragment programs similar to other 
  programmable parts of the GL rendering pipeline, specifically 
  vertex programs. This new interface is intended to appear 
  similar to the ARB_vertex_program API, within the limits of the 
  feature set exposed by the original ATI_fragment_shader extension.
  
  The most significant differences between the two extensions are:
  
  (1) ATI_fragment_shader provides a procedural function call
      interface to specify the fragment program, whereas
      ATI_text_fragment_shader uses a textual string to specify
      the program.  The fundamental syntax and constructs of the
      program "language" remain the same.
  
  (2) The program object managment portions of the interface,
      namely the routines used to create, bind, and delete program
      objects and set program constants are managed
      using the framework defined by ARB_vertex_program.
  
  (3) ATI_fragment_shader refers to the description of the
      programmable fragment processing as a "fragment shader".
      In keeping with the desire to treat all programmable parts
      of the pipeline consistently, ATI_text_fragment_shader refers
      to these as "fragment programs".  The name of the extension is
      left as ATI_text_fragment_shader instead of
      ATI_text_fragment_program in order to indicate the underlying
      similarity between the API's of the two extensions, and to
      differentiate it from anyotherpotentialextensionsthat import 
      may be able to move even further in the direction of treating
      fragment programs as just another programmable area of the
      GL pipeline.
  
  Although ATI_fragment_shader was originally conceived as a
  device-independent extension that would expose the capabilities of
  future generations of hardware, changing trends in programmable
  hardware have affected the lifespan of this extension.  For this
  reason you will now find a fixed set of features and resources
  exposed, and the queries to determine this set have been deprecated
  in ATI_fragment_shader.  Further, in ATI_text_fragment_shader,
  most of these resource limits are fixed by the text grammar and 
  the queries have been removed altogether.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ATI/text_fragment_shader.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ATI.text_fragment_shader import *
### END AUTOGENERATED SECTION
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