I have a one problem,I have many Sphere's in my scene with PyOpenGL, but I can't get differentiate one from another sphere.
How it's possible create a contour over the shape ?.
A straightforward way of creating contours or silhouettes around a mesh using the fixed pipeline (< OpenGL-3.x) is given below:
Using Core profile OpenGL 3.x or later you would do the exact same operations but in a vertex shader instead.
The code needed to achieve this using the fixed pipeline is as simple as:
# Render silhouette around object
glPushMatrix()
glCullFace(GL_FRONT) # Front face culling makes us render only the inside of the sphere, which gives the illusion of a silhouette
glScale(1.04, 1.04, 1.04) # This makes the silhouette show up around the object
glDisable(GL_LIGHTING) # We only want a plain single colour silhouette
glColor(0., 1., 0.) # Silhouette colour
glutSolidSphere(2,20,20) # This can be any object, not limited to spheres (even non-convex objects)
glPopMatrix()
Below is a simple example PyOpenGL program rendering a sphere with a silhouette, base on the GLUT example found at http://code.activestate.com/recipes/325391-open-a-glut-window-and-draw-a-sphere-using-pythono/:
from OpenGL.GLUT import *
from OpenGL.GLU import *
from OpenGL.GL import *
import sys
name = 'ball_glut'
def main():
glutInit(sys.argv)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(400,400)
glutCreateWindow(name)
glClearColor(0.,0.,1.,1.)
glShadeModel(GL_SMOOTH)
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
lightZeroPosition = [10.,4.,10.,1.]
lightZeroColor = [1.0,1.0,1.0,1.0]
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor)
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1)
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05)
glEnable(GL_LIGHT0)
glutDisplayFunc(display)
glMatrixMode(GL_PROJECTION)
gluPerspective(40.,1.,1.,40.)
glMatrixMode(GL_MODELVIEW)
gluLookAt(0,0,10,
0,0,0,
0,1,0)
glPushMatrix()
glutMainLoop()
return
def display():
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
# Render sphere normally
glPushMatrix()
color = [1.0,0.,0.,1.]
glMaterialfv(GL_FRONT,GL_DIFFUSE,color)
glCullFace(GL_BACK)
glEnable(GL_LIGHTING)
glutSolidSphere(2,20,20)
# Render silhouette around object
glPushMatrix()
glCullFace(GL_FRONT) # Front face culling makes us render only the inside of the sphere, which gives the illusion of a silhouette
glScale(1.04, 1.04, 1.04) # This makes the silhouette show up around the object
glDisable(GL_LIGHTING) # We only want a plain fixed colour silhouette
glColor(0., 1., 0.) # Silhouette colour
glutSolidSphere(2,20,20) # This can be any object, not limited to spheres (even non-convex objects)
glPopMatrix()
glPopMatrix()
glutSwapBuffers() # Display results.
return
if __name__ == '__main__': main()