Media Summary: Let's create a separate module for all the OpenGL stuff, like the vertices and the vertex buffer objects, and create vertex array ... Learn how to build powerful desktop applications with Let's create the vertices for the triangle, and convert them into a numpy array.

Wxpython Gui And Pyopengl 11 - Detailed Analysis & Overview

Let's create a separate module for all the OpenGL stuff, like the vertices and the vertex buffer objects, and create vertex array ... Learn how to build powerful desktop applications with Let's create the vertices for the triangle, and convert them into a numpy array. Let's set up the view and the projection matrices, and multiply them together to get the model from world space to clipping space. Let's create labels for the sliders, called X, Y and Z. You can find the code here: Setup the vertex buffer object and the vertex attribute pointers, and finally draw a colored triangle.

Just solving the problem with the exiting of the application when the triangle rotates. You can find the code here: ... Let's create one more button, which will set the translation and the rotation matrices to identity. You can find the code here: ... Let's create three sliders, which will translate the 3D objects locations on all three axes. You can find the code here: ... Let's add radiobuttons to switch between the 3D objects, the triangle the quad and the cube. You can find the code here: ... Let's create a text control widget to display the rotation matrix multiplied with the translation matrix. You can find the code here: ... Let's add a rotate button and create a rotation matrix which will rotate the triangle. You can find the code here: ...

Let's create 2 checkboxes, one for changing the background color and the second for setting the polygonmode to wireframe. Just further improving the application. You can find the code here: In order to draw something in modern OpenGL, we need to create a vertex and a fragment shader.

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wxPython GUI and PyOpenGL - 11 - geometries class p1
Build a Desktop App with Python (wxPython GUI Tutorial)
wxPython GUI and PyOpenGL - 04 - triangle vertices
wxPython GUI and PyOpenGL - 13 - perspective projection
wxPython GUI and PyOpenGL - 16 - StaticText and Font
wxPython GUI and PyOpenGL - 06 - VBOs and the first triangle
wxPython GUI and PyOpenGL - 10 - exiting the App
wxPython GUI and PyOpenGL - 19 - identity Button
wxPython GUI and PyOpenGL - 01 - introduction
wxPython GUI and PyOpenGL - 15 - Sliders
wxPython GUI and PyOpenGL - 14 - Radiobuttons
wxPython GUI and PyOpenGL - 18 - TextCtrl
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wxPython GUI and PyOpenGL - 11 - geometries class p1

wxPython GUI and PyOpenGL - 11 - geometries class p1

Let's create a separate module for all the OpenGL stuff, like the vertices and the vertex buffer objects, and create vertex array ...

Build a Desktop App with Python (wxPython GUI Tutorial)

Build a Desktop App with Python (wxPython GUI Tutorial)

Learn how to build powerful desktop applications with

Sponsored
wxPython GUI and PyOpenGL - 04 - triangle vertices

wxPython GUI and PyOpenGL - 04 - triangle vertices

Let's create the vertices for the triangle, and convert them into a numpy array.

wxPython GUI and PyOpenGL - 13 - perspective projection

wxPython GUI and PyOpenGL - 13 - perspective projection

Let's set up the view and the projection matrices, and multiply them together to get the model from world space to clipping space.

wxPython GUI and PyOpenGL - 16 - StaticText and Font

wxPython GUI and PyOpenGL - 16 - StaticText and Font

Let's create labels for the sliders, called X, Y and Z. You can find the code here: https://github.com/totex/

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wxPython GUI and PyOpenGL - 06 - VBOs and the first triangle

wxPython GUI and PyOpenGL - 06 - VBOs and the first triangle

Setup the vertex buffer object and the vertex attribute pointers, and finally draw a colored triangle.

wxPython GUI and PyOpenGL - 10 - exiting the App

wxPython GUI and PyOpenGL - 10 - exiting the App

Just solving the problem with the exiting of the application when the triangle rotates. You can find the code here: ...

wxPython GUI and PyOpenGL - 19 - identity Button

wxPython GUI and PyOpenGL - 19 - identity Button

Let's create one more button, which will set the translation and the rotation matrices to identity. You can find the code here: ...

wxPython GUI and PyOpenGL - 01 - introduction

wxPython GUI and PyOpenGL - 01 - introduction

Let's get started with

wxPython GUI and PyOpenGL - 15 - Sliders

wxPython GUI and PyOpenGL - 15 - Sliders

Let's create three sliders, which will translate the 3D objects locations on all three axes. You can find the code here: ...

wxPython GUI and PyOpenGL - 14 - Radiobuttons

wxPython GUI and PyOpenGL - 14 - Radiobuttons

Let's add radiobuttons to switch between the 3D objects, the triangle the quad and the cube. You can find the code here: ...

wxPython GUI and PyOpenGL - 18 - TextCtrl

wxPython GUI and PyOpenGL - 18 - TextCtrl

Let's create a text control widget to display the rotation matrix multiplied with the translation matrix. You can find the code here: ...

wxPython GUI and PyOpenGL - 09 - rotate Button

wxPython GUI and PyOpenGL - 09 - rotate Button

Let's add a rotate button and create a rotation matrix which will rotate the triangle. You can find the code here: ...

wxPython GUI and PyOpenGL - 08 - wx.Panel

wxPython GUI and PyOpenGL - 08 - wx.Panel

Let's create a container for all the

wxFormBuilder and wxPython Tutorials - 06 - Hello World (GUI Code) Part 2

wxFormBuilder and wxPython Tutorials - 06 - Hello World (GUI Code) Part 2

Hello World

wxPython GUI and PyOpenGL - 17 - Checkboxes

wxPython GUI and PyOpenGL - 17 - Checkboxes

Let's create 2 checkboxes, one for changing the background color and the second for setting the polygonmode to wireframe.

wxPython GUI and PyOpenGL - 12 - geometries class p2

wxPython GUI and PyOpenGL - 12 - geometries class p2

Just further improving the application. You can find the code here: https://github.com/totex/

wxPython GUI and PyOpenGL - 05 - basic shaders

wxPython GUI and PyOpenGL - 05 - basic shaders

In order to draw something in modern OpenGL, we need to create a vertex and a fragment shader.

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