def initializeGL(self):
self.sdf_shader = self.gls.shader_cache.get("image_vert", "tex_frag")
self.buffer_dtype = numpy.dtype([
("vertex", numpy.float32, 2),
("texpos", numpy.float32, 2)
])
self.b1 = vbobind(self.sdf_shader, self.buffer_dtype, "vertex")
self.b2 = vbobind(self.sdf_shader, self.buffer_dtype, "texpos")
self.tex = Texture()
# TODO: implement short-int caching
# build a De-bruijn sequence (shorted substring containing all substrings)
# self.int_seq = de_bruijn(4)
# self.int_seq += self.int_seq[:3]
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