def initializeGL(self):
    self.shader = shaders.getShader('balloon')
    l = glGenLists(1)
    self.triList = l
    glNewList(l, GL_COMPILE)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable(GL_BLEND)
    glEnable(GL_ALPHA_TEST)
    glEnable(GL_POINT_SMOOTH)
    glDisable(GL_DEPTH_TEST)
    glColor4f(1, 1, 1, 0.1)
    glBegin(GL_TRIANGLES)
    for face in self.data:
        for (pos, norm, color) in face:
            glColor4f(*color)
            glNormal3f(norm.x(), norm.y(), norm.z())
            glVertex3f(pos.x(), pos.y(), pos.z())
    glEnd()
    glEndList()
def initializeGL(self):
    self.shader = shaders.getShader('balloon')
    l = glGenLists(1)
    self.triList = l
    glNewList(l, GL_COMPILE)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable(GL_BLEND)
    glEnable(GL_ALPHA_TEST)
    glEnable(GL_POINT_SMOOTH)
    glDisable(GL_DEPTH_TEST)
    glColor4f(1, 1, 1, 0.1)
    glBegin(GL_TRIANGLES)
    for face in self.data:
        for (pos, norm, color) in face:
            glColor4f(*color)
            glNormal3f(norm.x(), norm.y(), norm.z())
            glVertex3f(pos.x(), pos.y(), pos.z())
    glEnd()
    glEndList()