A new version of Pi3D is underway that works with OpenGL ES 2.0 only. That means shaders and potentially much better graphics! As usual, Pi3D2 has been designed to make programming ES2.0 very simply using just a few lines of code. There will be several useful shaders such as per-pixel texture shading, bump-mapping, fog and a host of others including post-processing (bloom for example).
Once again a HUGE thank you to Peter de Rivaz who provided the base code to get things going on ES 2.0!!
Here's a first shot as proof of concept and an example Pi3D2 program (below)
Code: Select all
#Hello World Example using OpenGL ES 2.0 #================================= import pi3d2 display = pi3d2.display() display.create(100,100,800,600) camera = pi3d2.camera((0,0,0),(0,0,-15),(1,1000,60)) #Look at(at,from), Projection(near,far,fov) light = pi3d2.light((100,40,-20)) scene = pi3d2.scene(camera,light) earthshader = pi3d2.shader("basicShadeTexture",["textures/world_map.jpg"],scene) earth = pi3d2.createSphere(5.0,32,32,0.0,"",0,0,0) keys = scene.keys() while True: display.clear() earth.draw(earthshader) earth.rotateIncY(0.2) if mykeys.read()==27: scene.close() display.close() display.swapBuffers()