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Diffstat (limited to 'doc/python_api/examples/bpy.types.RenderEngine.py')
-rw-r--r--doc/python_api/examples/bpy.types.RenderEngine.py16
1 files changed, 9 insertions, 7 deletions
diff --git a/doc/python_api/examples/bpy.types.RenderEngine.py b/doc/python_api/examples/bpy.types.RenderEngine.py
index 86ab4b3097d..45910194244 100644
--- a/doc/python_api/examples/bpy.types.RenderEngine.py
+++ b/doc/python_api/examples/bpy.types.RenderEngine.py
@@ -101,7 +101,7 @@ class CustomRenderEngine(bpy.types.RenderEngine):
# Bind shader that converts from scene linear to display space,
bgl.glEnable(bgl.GL_BLEND)
- bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA);
+ bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)
self.bind_display_space_shader(scene)
if not self.draw_data or self.draw_data.dimensions != dimensions:
@@ -135,18 +135,18 @@ class CustomDrawData:
# Bind shader that converts from scene linear to display space,
# use the scene's color management settings.
shader_program = bgl.Buffer(bgl.GL_INT, 1)
- bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program);
+ bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)
# Generate vertex array
self.vertex_array = bgl.Buffer(bgl.GL_INT, 1)
bgl.glGenVertexArrays(1, self.vertex_array)
bgl.glBindVertexArray(self.vertex_array[0])
- texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord");
- position_location = bgl.glGetAttribLocation(shader_program[0], "pos");
+ texturecoord_location = bgl.glGetAttribLocation(shader_program[0], "texCoord")
+ position_location = bgl.glGetAttribLocation(shader_program[0], "pos")
- bgl.glEnableVertexAttribArray(texturecoord_location);
- bgl.glEnableVertexAttribArray(position_location);
+ bgl.glEnableVertexAttribArray(texturecoord_location)
+ bgl.glEnableVertexAttribArray(position_location)
# Generate geometry buffers for drawing textured quad
position = [0.0, 0.0, width, 0.0, width, height, 0.0, height]
@@ -178,7 +178,7 @@ class CustomDrawData:
bgl.glActiveTexture(bgl.GL_TEXTURE0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
bgl.glBindVertexArray(self.vertex_array[0])
- bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
+ bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
bgl.glBindVertexArray(0)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
@@ -201,6 +201,7 @@ def get_panels():
return panels
+
def register():
# Register the RenderEngine
bpy.utils.register_class(CustomRenderEngine)
@@ -208,6 +209,7 @@ def register():
for panel in get_panels():
panel.COMPAT_ENGINES.add('CUSTOM')
+
def unregister():
bpy.utils.unregister_class(CustomRenderEngine)