OpenGL.GL.SGIX.sprite
OpenGL extension SGIX.sprite
This module customises the behaviour of the
OpenGL.raw.GL.SGIX.sprite to provide a more
Python-friendly API
Overview (from the spec)
This extension provides support for viewpoint dependent alignment
of geometry, in particular geometry that rotates about a point or
a specified axis to face the eye point. The primary use is for
quickly rendering roughly cylindrically or spherically symmetric
objects, e.g. trees, smoke, clouds, etc. using geometry textured
with a partially transparent texture map.
Rendering sprite geometry requires applying a transformation to
primitives before the current model view. This matrix includes a
rotation which is computed based on the current model view matrix
and a translation which is specified explicitly
(SPRITE_TRANSLATION_SGIX). The current model view matrix itself
is not modified.
Primitives are first transformed by a rotation, depending on the
sprite mode:
SPRITE_AXIAL_SGIX: The front of the object is rotated about
an axis so that it faces the eye as much as the axis
constraint allows. This is used for roughly rendering cylindrical
objects such as trees in visual simulation.
SPRITE_OBJECT_ALIGNED_SGIX: The front of the object is
rotated about a point to face the eye with the remaining
rotational degree of freedom specified by aligning the top
of the object with a specified axis in object coordinates.
This is used for spherical objects and special effects such
as smoke which must maintain an alignment in object
coordinates for realism.
SPRITE_EYE_ALIGNED_SGIX: The front of the object is rotated
about a point to face the eye with the remaining rotational
degree of freedom specified by aligning the top of the object
with a specified axis in eye coordinates. This is used for
rendering sprites which must maintain an alignment on the
screen, such as 3D annotations.
The axis of rotation or alignment, SPRITE_AXIS_SGIX, can be
an arbitrary direction to support geocentric coordinate frames
in which "up" is not along X, Y or Z.
Sprite geometry is modeled in a canonical frame: +Z is the up
vector. -Y is the front vector which is rotated to point towards
the eye. In the discussion below, the eye vector is the vector to
the eye from the origin of the model view frame translated by the
sprite position.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/SGIX/sprite.txt
Functions
Constants
GL_SPRITE_AXIAL_SGIX (33100)
GL_SPRITE_AXIS_SGIX (33098)
GL_SPRITE_EYE_ALIGNED_SGIX (33102)
GL_SPRITE_MODE_SGIX (33097)
GL_SPRITE_OBJECT_ALIGNED_SGIX (33101)
GL_SPRITE_SGIX (33096)
GL_SPRITE_TRANSLATION_SGIX (33099)