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https://github.com/kuhyx/WUT_Computer_Science.git
synced 2026-07-04 16:43:12 +02:00
feat: added opengl main py and requirements
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,gitignore
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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*$py.class
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# C extensions
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*.so
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# Distribution / packaging
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.Python
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build/
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develop-eggs/
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dist/
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downloads/
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eggs/
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.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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wheels/
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share/python-wheels/
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*.egg-info/
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.installed.cfg
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*.egg
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MANIFEST
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# PyInstaller
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# Usually these files are written by a python script from a template
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# before PyInstaller builds the exe, so as to inject date/other infos into it.
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*.manifest
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*.spec
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# Installer logs
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pip-log.txt
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pip-delete-this-directory.txt
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# Unit test / coverage reports
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htmlcov/
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.tox/
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.nox/
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.coverage
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.coverage.*
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.cache
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nosetests.xml
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coverage.xml
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*.cover
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*.py,cover
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.hypothesis/
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.pytest_cache/
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cover/
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# Translations
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*.mo
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*.pot
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# Django stuff:
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*.log
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local_settings.py
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db.sqlite3
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db.sqlite3-journal
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# Flask stuff:
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instance/
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.webassets-cache
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# Scrapy stuff:
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.scrapy
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# Sphinx documentation
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docs/_build/
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# PyBuilder
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.pybuilder/
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target/
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# Jupyter Notebook
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.ipynb_checkpoints
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# IPython
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profile_default/
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ipython_config.py
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# pyenv
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# For a library or package, you might want to ignore these files since the code is
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# intended to run in multiple environments; otherwise, check them in:
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# .python-version
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# pipenv
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# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
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# However, in case of collaboration, if having platform-specific dependencies or dependencies
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# having no cross-platform support, pipenv may install dependencies that don't work, or not
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# install all needed dependencies.
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#Pipfile.lock
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# poetry
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# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
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# This is especially recommended for binary packages to ensure reproducibility, and is more
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# commonly ignored for libraries.
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# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
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#poetry.lock
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# pdm
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# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
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#pdm.lock
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# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
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# in version control.
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# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
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.pdm.toml
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.pdm-python
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.pdm-build/
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# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
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__pypackages__/
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# Celery stuff
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celerybeat-schedule
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celerybeat.pid
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# SageMath parsed files
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*.sage.py
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# Environments
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.env
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.venv
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env/
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venv/
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ENV/
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env.bak/
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venv.bak/
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# Spyder project settings
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.spyderproject
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.spyproject
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# Rope project settings
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.ropeproject
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# mkdocs documentation
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/site
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# mypy
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.mypy_cache/
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.dmypy.json
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dmypy.json
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# Pyre type checker
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.pyre/
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# pytype static type analyzer
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.pytype/
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# Cython debug symbols
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cython_debug/
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# PyCharm
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# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
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# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
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# and can be added to the global gitignore or merged into this file. For a more nuclear
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# option (not recommended) you can uncomment the following to ignore the entire idea folder.
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#.idea/
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87
code/main.py
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87
code/main.py
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from OpenGL.GL import *
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from OpenGL.GLUT import *
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from OpenGL.GL.shaders import compileProgram, compileShader
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import numpy as np
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# Vertex shader
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VERTEX_SHADER = """
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#version 330
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in vec3 position;
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in vec3 color;
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out vec3 vertexColor;
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void main() {
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gl_Position = vec4(position, 1.0);
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vertexColor = color;
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}
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"""
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# Fragment shader
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FRAGMENT_SHADER = """
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#version 330
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in vec3 vertexColor;
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out vec4 fragColor;
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void main() {
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fragColor = vec4(vertexColor, 1.0);
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}
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"""
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# Define vertices and colors
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vertices = np.array([
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# Positions # Colors
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0.0, 0.5, 0.0, 1.0, 0.0, 0.0, # Top (red)
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-0.5, -0.5, 0.0, 0.0, 1.0, 0.0, # Bottom-left (green)
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0.5, -0.5, 0.0, 0.0, 0.0, 1.0 # Bottom-right (blue)
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], dtype=np.float32)
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# Initialize OpenGL
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def init():
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global shader, VAO
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# Compile shaders
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shader = compileProgram(
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compileShader(VERTEX_SHADER, GL_VERTEX_SHADER),
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compileShader(FRAGMENT_SHADER, GL_FRAGMENT_SHADER)
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)
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# Generate VAO and VBO
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VAO = glGenVertexArrays(1)
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VBO = glGenBuffers(1)
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glBindVertexArray(VAO)
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glBindBuffer(GL_ARRAY_BUFFER, VBO)
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glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
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# Position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * vertices.itemsize, None)
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glEnableVertexAttribArray(0)
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# Color attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * vertices.itemsize, ctypes.c_void_p(3 * vertices.itemsize))
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glEnableVertexAttribArray(1)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glBindVertexArray(0)
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# Render function
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def display():
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glClear(GL_COLOR_BUFFER_BIT)
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glUseProgram(shader)
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glBindVertexArray(VAO)
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glDrawArrays(GL_TRIANGLES, 0, 3)
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glBindVertexArray(0)
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glUseProgram(0)
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glutSwapBuffers()
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# Main function
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def main():
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glutInit()
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB)
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glutCreateWindow(b"PyOpenGL Triangle")
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glutInitWindowSize(800, 600)
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glutDisplayFunc(display)
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init()
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glutMainLoop()
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if __name__ == "__main__":
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main()
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4
code/requirements.txt
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4
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glfw
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numpy
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pyrr
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PyOpenGL
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