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object --+ | ClassWithParameters --+ | Core.Stimulus --+ | LuminanceGratingCommon --+ | SinGrating2D
Sine wave grating stimulus This is a general-purpose, realtime sine-wave luminace grating generator. To acheive an arbitrary orientation, this class rotates a textured quad. To draw a grating with sides that always remain horizontal and vertical, draw a large grating in a small viewport. (The viewport will clip anything beyond its edges.) Parameters ========== anchor -- specifies how position parameter is interpreted (String) Default: center bit_depth -- precision with which grating is calculated and sent to OpenGL (UnsignedInteger) Inherited from LuminanceGratingCommon Default: 8 color1 -- (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (1.0, 1.0, 1.0) color2 -- optional color with which to perform interpolation with color1 in RGB space (AnyOf(Sequence3 of Real or Sequence4 of Real)) Default: (determined at runtime) contrast -- (Real) Default: 1.0 depth -- (Real) Default: (determined at runtime) ignore_time -- (Boolean) Default: False mask -- optional masking function (Instance of <class 'VisionEgg.Textures.Mask2D'>) Default: (determined at runtime) max_alpha -- (Real) Default: 1.0 num_samples -- (UnsignedInteger) Default: 512 on -- draw stimulus? (Boolean) Default: True orientation -- (Real) Default: 0.0 pedestal -- (Real) Default: 0.5 phase_at_t0 -- (Real) Default: 0.0 position -- (units: eye coordinates) (Sequence2 of Real) Default: (320.0, 240.0) recalculate_phase_tolerance -- (Real) Default: (determined at runtime) size -- defines coordinate size of grating (in eye coordinates) (Sequence2 of Real) Default: (640.0, 480.0) spatial_freq -- frequency defined relative to coordinates defined in size parameter (units: cycles/eye_coord_unit) (Real) Default: 0.0078125 t0_time_sec_absolute -- (Real) Default: (determined at runtime) temporal_freq_hz -- (Real) Default: 5.0
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parameters_and_defaults = VisionEgg.ParameterDefinition({'on':
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Method Details |
Instantiate and get ready to draw. Set parameter values and create anything needed to draw the stimulus including OpenGL state variables such display lists and texture objects.
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Draw the stimulus. (Called by Viewport instance.) This method is called every frame. This method actually performs the OpenGL calls to draw the stimulus.
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Class Variable Details |
parameters_and_defaults
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