Author: DavidCzech
Date: 2008-09-10 19:36:40 -0400 (Wed, 10 Sep 2008)
New Revision: 1359

Modified:
   trunk/pysoy/src/models/Axis.pym
Log:
* No Ticket : Just Commenting


Modified: trunk/pysoy/src/models/Axis.pym
===================================================================
--- trunk/pysoy/src/models/Axis.pym     2008-09-10 19:02:17 UTC (rev 1358)
+++ trunk/pysoy/src/models/Axis.pym     2008-09-10 23:36:40 UTC (rev 1359)
@@ -27,21 +27,21 @@
     #self._axis = <gl.GLfloat *> ( 0,0,0,      1,0,0, # format XYZRGB
     #              1,0,0,      1,0,0 )
     #              # 1.,0.3,0.   1,0,0
-    self._axis[0] =  0
-    self._axis[1] = 0
-    self._axis[2] = 0
-    self._axis[3] = 1
-    self._axis[4] = 0
-    self._axis[5] = 0
-    self._axis[6] = 1
-    self._axis[7] = 0
-    self._axis[8] = 0
-    self._axis[9] = 1
-    self._axis[10] = 0
-    self._axis[11] = 0
-    self._elements[0] = <char>0
-    self._elements[1] = <char>1
-    self._vertexBuffer  = 0
+    self._axis[0] =  0    # Vertex 1 PX
+    self._axis[1] = 0     #py
+    self._axis[2] = 0     #pz
+    self._axis[3] = 1     #Vertex 1 Color R
+    self._axis[4] = 0     #G
+    self._axis[5] = 0     #B
+    self._axis[6] = 1     #Vertex 2 PX
+    self._axis[7] = 0     #PY
+    self._axis[8] = 0     #PZ
+    self._axis[9] = 1     #R
+    self._axis[10] = 0    #G
+    self._axis[11] = 0    #B
+    self._elements[0] = <char>0#Start at vertex 1
+    self._elements[1] = <char>1#End at vertex 2
+    self._vertexBuffer  = 0 # BufferIDs
     self._elementBuffer = 0
     # Generate Buffers
 
@@ -66,17 +66,17 @@
       gl.glBindBufferARB(gl.GL_ARRAY_BUFFER_ARB, <gl.GLuint> 
self._vertexBuffer) # Bind to buffer for rendering below
       gl.glBindBufferARB(gl.GL_ELEMENT_ARRAY_BUFFER_ARB, self._elementBuffer) 
     else:
-      self._createBuffer()
-    gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY);
-    gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
+      self._createBuffer() # No buffer, so create it
+    gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY); # No Texture Coords..
+    gl.glDisableClientState(gl.GL_NORMAL_ARRAY);        # or Normals either.
     gl.glEnableClientState(gl.GL_COLOR_ARRAY); # We need to render with color 
arrays
-    gl.glVertexPointer(3, gl.GL_FLOAT, 0,<gl.GLvoid *> 0);
-    gl.glColorPointer(3,gl.GL_FLOAT,3*sizeof(float),<gl.GLvoid *>0);
+    gl.glVertexPointer(3, gl.GL_FLOAT, 0,<gl.GLvoid *> NULL);
+    gl.glColorPointer(3,gl.GL_FLOAT,3*sizeof(float),<gl.GLvoid *>NULL);
     #gl.glPushMatrix()
     gl.glDisable(gl.GL_CULL_FACE)
     gl.glDisable(gl.GL_DEPTH_TEST)
     gl.glDisable(gl.GL_LIGHTING)
-    gl.glDrawElements(gl.GL_LINES,1,gl.GL_UNSIGNED_BYTE,<gl.GLvoid *>0)
+    gl.glDrawElements(gl.GL_LINES,2,gl.GL_UNSIGNED_BYTE,<gl.GLvoid *>0)
     gl.glEnable(gl.GL_LIGHTING)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glEnable(gl.GL_CULL_FACE) 

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