import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * verticies = ( (1, -1, -1), (1, 1, -1), (-1, 1, -1), (-1, -1, -1), (1, -1, 1), (1, 1, 1), (-1, -1, 1), (-1, 1, 1), ) edges = ( (0,1), (0,3), (0,4), (2,1), (2,3), (2,7), (6,3), (6,4), (6,7), (5,1), (5,4), (5,7), ) surfaces = ( (0,1,2,3), (3,2,7,6), (6,7,5,4), (4,5,1,0), (1,5,7,2), (4,0,3,6) ) def Draw_Cube(): glBegin(GL_QUADS) for surface in surfaces: for vertex in surface: glColor3fv((0,1,1)) glVertex3fv(verticies[vertex]) glEnd() glBegin(GL_LINES) for edge in edges: for vertex in edge: glColor3fv((0,0,0)) glVertex3fv(verticies[vertex]) glEnd() def main(): pygame.init() display = (800,600) pygame.display.set_mode(display, DOUBLEBUF|OPENGL) # gluPerspective(90.0, (display[0]/display[1]), 0.1, 50) # moving back. glTranslatef(0.0,0.0,-5.0) # where we might be glRotatef(20, 2, 0, 0) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.MOUSEBUTTONDOWN: print(event) print(event.button) if event.button == 4: glTranslatef(0.0,0.0,1.0) elif event.button == 5: glTranslatef(0.0,0.0,-1.0) glRotatef(1, 3, 1, 1) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) Draw_Cube() pygame.display.flip() pygame.time.wait(10) main()