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https://github.com/3b1b/manim.git
synced 2025-07-28 20:43:56 +08:00
Typo fix for primitive
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@ -325,7 +325,7 @@ class Camera(object):
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shader_program = render_group["prog"]
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shader_program = render_group["prog"]
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self.set_shader_uniforms(shader_program, shader_wrapper)
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self.set_shader_uniforms(shader_program, shader_wrapper)
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self.update_depth_test(shader_wrapper)
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self.update_depth_test(shader_wrapper)
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render_group["vao"].render(int(shader_wrapper.render_primative))
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render_group["vao"].render(int(shader_wrapper.render_primitive))
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if render_group["single_use"]:
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if render_group["single_use"]:
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self.release_render_group(render_group)
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self.release_render_group(render_group)
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@ -45,7 +45,7 @@ class Mobject(Container):
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"vert_shader_file": "",
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"vert_shader_file": "",
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"geom_shader_file": "",
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"geom_shader_file": "",
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"frag_shader_file": "",
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"frag_shader_file": "",
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"render_primative": moderngl.TRIANGLE_STRIP,
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"render_primitive": moderngl.TRIANGLE_STRIP,
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"texture_paths": None,
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"texture_paths": None,
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"depth_test": False,
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"depth_test": False,
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# If true, the mobject will not get rotated according to camera position
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# If true, the mobject will not get rotated according to camera position
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@ -1239,7 +1239,7 @@ class Mobject(Container):
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frag_file=self.frag_shader_file,
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frag_file=self.frag_shader_file,
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texture_paths=self.texture_paths,
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texture_paths=self.texture_paths,
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depth_test=self.depth_test,
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depth_test=self.depth_test,
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render_primative=self.render_primative,
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render_primitive=self.render_primitive,
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)
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)
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def refresh_shader_wrapper_id(self):
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def refresh_shader_wrapper_id(self):
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@ -28,7 +28,7 @@ class ParametricSurface(Mobject):
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# For du and dv steps. Much smaller and numerical error
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# For du and dv steps. Much smaller and numerical error
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# can crop up in the shaders.
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# can crop up in the shaders.
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"epsilon": 1e-5,
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"epsilon": 1e-5,
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"render_primative": moderngl.TRIANGLES,
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"render_primitive": moderngl.TRIANGLES,
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"depth_test": True,
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"depth_test": True,
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"vert_shader_file": "surface_vert.glsl",
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"vert_shader_file": "surface_vert.glsl",
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"frag_shader_file": "surface_frag.glsl",
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"frag_shader_file": "surface_frag.glsl",
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@ -59,7 +59,7 @@ class VMobject(Mobject):
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"fill_frag_shader_file": "quadratic_bezier_fill_frag.glsl",
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"fill_frag_shader_file": "quadratic_bezier_fill_frag.glsl",
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# Could also be Bevel, Miter, Round
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# Could also be Bevel, Miter, Round
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"joint_type": "auto",
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"joint_type": "auto",
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"render_primative": moderngl.TRIANGLES,
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"render_primitive": moderngl.TRIANGLES,
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"triangulation_locked": False,
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"triangulation_locked": False,
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"fill_dtype": [
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"fill_dtype": [
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('point', np.float32, (3,)),
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('point', np.float32, (3,)),
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@ -893,14 +893,14 @@ class VMobject(Mobject):
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vert_file=self.fill_vert_shader_file,
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vert_file=self.fill_vert_shader_file,
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geom_file=self.fill_geom_shader_file,
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geom_file=self.fill_geom_shader_file,
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frag_file=self.fill_frag_shader_file,
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frag_file=self.fill_frag_shader_file,
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render_primative=self.render_primative,
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render_primitive=self.render_primitive,
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)
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)
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self.stroke_shader_wrapper = ShaderWrapper(
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self.stroke_shader_wrapper = ShaderWrapper(
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vert_data=self.stroke_data,
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vert_data=self.stroke_data,
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vert_file=self.stroke_vert_shader_file,
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vert_file=self.stroke_vert_shader_file,
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geom_file=self.stroke_geom_shader_file,
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geom_file=self.stroke_geom_shader_file,
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frag_file=self.stroke_frag_shader_file,
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frag_file=self.stroke_frag_shader_file,
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render_primative=self.render_primative,
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render_primitive=self.render_primitive,
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)
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)
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def refresh_shader_wrapper_id(self):
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def refresh_shader_wrapper_id(self):
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