![3d object converter 6.3 3d object converter 6.3](https://rsload.net/images5/3D.Object.Converter1.png)
The correct approach would be to have this process run on the GPU using (Py)opengl. And because of python being interpreted it would be even slower. Not only would this run slowly because of the immense processing power involved in this, but it would require you to write a massive 3D rendering/rasterisation engine. So, to make a 3D game using only pygame, you would have handle this rendering by yourself, including all the complex matrix maths necessary. But a 3D game is just some 3D objects 'squashed' (rendered) into 2D so that it can be displayed on the screen. You can do this by blitting images to the screen or directly setting the colors of pixels.īecause of this, it is easy to write 2D games with pygame, as the above is all you really need. Pygame is just a library for changing the color of pixels (and some other useful stuff for programming games).
![3d object converter 6.3 3d object converter 6.3](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/94d56f36-9b30-11e6-a7f8-00163ec9f5fa/2496269524/3d-object-converter-screenshot.jpg)
![3d object converter 6.3 3d object converter 6.3](https://www.download3k.com/screenshots/19/6883/0.png)
GlUniformMatrix4fv(uniform, 1, GL_FALSE, glm.value_ptr(model)) GlUniformMatrix4fv(uniform, 1, GL_FALSE, glm.value_ptr(view)) GlUniformMatrix4fv(uniform, 1, GL_FALSE, glm.value_ptr(proj)) Model = glm.rotate(model, glm.radians(angle_x), glm.vec3(1, 0, 0)) Model = glm.rotate(model, glm.radians(angle_y), glm.vec3(0, 1, 0)) View = glm.lookAt(glm.vec3(0, 0, 5), glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))ĬompileShader(glsl_vert, GL_VERTEX_SHADER),ĬompileShader(glsl_frag, GL_FRAGMENT_SHADER))Īttrib = Proj = set_projection(*window.get_size()) Window = _mode((400, 300), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) GlBufferData(GL_ARRAY_BUFFER, (GLfloat * len(face_attributes))(*face_attributes), GL_STATIC_DRAW) GlBindBuffer(GL_ARRAY_BUFFER, self.face_vbos) GlVertexAttribPointer(1, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(3*ctypes.sizeof(GLfloat))) GlVertexAttribPointer(0, 3, GL_FLOAT, False, 6*ctypes.sizeof(GLfloat), ctypes.c_void_p(0)) GlBufferData(GL_ARRAY_BUFFER, (GLfloat * len(edge_attributes))(*edge_attributes), GL_STATIC_DRAW) GlBindBuffer(GL_ARRAY_BUFFER, self.edge_vbo) Gl_Position = u_proj * u_view * u_model * vec4(a_pos.xyz, 1.0) You need to set the pygame.OPENGL flag when creating the display Surface (see _mode): window = pg.t_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF) However, you can use a Pygame window to create an OpenGL Context. One way to make 3D scenes more powerful in Python is to use an OpenGL based library like pyglet or ModernGL. A CPU-only approach does not achieve the required performance. 3D scenes are generated with the help of the GPU. This approach won't give a satisfying performance and is only valuable for studying. If you want to draw a 3D scene with Pygame, you need to compute the vertices using vector arithmetic and stitch the geometry together using polygons.Įxample of then answer to Pygame rotating cubes around axis: Pygame does not offer any functionality for drawing 3D shapes, meshes, or even perspective and lighting.