OpenGL.GL.EXT.vertex_weighting
OpenGL extension EXT.vertex_weighting
This module customises the behaviour of the
OpenGL.raw.GL.EXT.vertex_weighting to provide a more
Python-friendly API
Overview (from the spec)
The intent of this extension is to provide a means for blending
geometry based on two slightly differing modelview matrices.
The blending is based on a vertex weighting that can change on a
per-vertex basis. This provides a primitive form of skinning.
A second modelview matrix transform is introduced. When vertex
weighting is enabled, the incoming vertex object coordinates are
transformed by both the primary and secondary modelview matrices;
likewise, the incoming normal coordinates are transformed by the
inverses of both the primary and secondary modelview matrices.
The resulting two position coordinates and two normal coordinates
are blended based on the per-vertex vertex weight and then combined
by addition. The transformed, weighted, and combined vertex position
and normal are then used by OpenGL as the eye-space position and
normal for lighting, texture coordinate, generation, clipping,
and further vertex transformation.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/EXT/vertex_weighting.txt
Functions
Constants
GL_CURRENT_VERTEX_WEIGHT_EXT (34059)
GL_MODELVIEW0_EXT (5888)
GL_MODELVIEW0_MATRIX_EXT (2982)
GL_MODELVIEW0_STACK_DEPTH_EXT (2979)
GL_MODELVIEW1_EXT (34058)
GL_MODELVIEW1_MATRIX_EXT (34054)
GL_MODELVIEW1_STACK_DEPTH_EXT (34050)
GL_VERTEX_WEIGHT_ARRAY_EXT (34060)
GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT (34064)
GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT (34061)
GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT (34063)
GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT (34062)
GL_VERTEX_WEIGHTING_EXT (34057)