-        def OnPaint(self, event):
-            dc = wx.PaintDC(self)
-            self.SetCurrent()
-            if not self.init:
-                self.InitGL()
-                self.init = True
-            self.OnDraw()
-
-        def OnMouseDown(self, evt):
-            self.CaptureMouse()
-
-        def OnMouseUp(self, evt):
-            self.ReleaseMouse()
-
-        def OnMouseMotion(self, evt):
-            if evt.Dragging() and evt.LeftIsDown():
-                self.x, self.y = self.lastx, self.lasty
-                self.x, self.y = evt.GetPosition()
-                self.Refresh(False)
-
-
-
-
-    class CubeCanvas(MyCanvasBase):
-        def InitGL(self):
-            # set viewing projection
-            glMatrixMode(GL_PROJECTION);
-            glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
-
-            # position viewer
-            glMatrixMode(GL_MODELVIEW);
-            glTranslatef(0.0, 0.0, -2.0);
-
-            # position object
-            glRotatef(self.y, 1.0, 0.0, 0.0);
-            glRotatef(self.x, 0.0, 1.0, 0.0);
-
-            glEnable(GL_DEPTH_TEST);
-            glEnable(GL_LIGHTING);
-            glEnable(GL_LIGHT0);
-
-
-        def OnDraw(self):
-            # clear color and depth buffers
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-            # draw six faces of a cube
-            glBegin(GL_QUADS)
-            glNormal3f( 0.0, 0.0, 1.0)
-            glVertex3f( 0.5, 0.5, 0.5)
-            glVertex3f(-0.5, 0.5, 0.5)
-            glVertex3f(-0.5,-0.5, 0.5)
-            glVertex3f( 0.5,-0.5, 0.5)
-
-            glNormal3f( 0.0, 0.0,-1.0)
-            glVertex3f(-0.5,-0.5,-0.5)
-            glVertex3f(-0.5, 0.5,-0.5)
-            glVertex3f( 0.5, 0.5,-0.5)
-            glVertex3f( 0.5,-0.5,-0.5)
-
-            glNormal3f( 0.0, 1.0, 0.0)
-            glVertex3f( 0.5, 0.5, 0.5)
-            glVertex3f( 0.5, 0.5,-0.5)
-            glVertex3f(-0.5, 0.5,-0.5)
-            glVertex3f(-0.5, 0.5, 0.5)
-
-            glNormal3f( 0.0,-1.0, 0.0)
-            glVertex3f(-0.5,-0.5,-0.5)
-            glVertex3f( 0.5,-0.5,-0.5)
-            glVertex3f( 0.5,-0.5, 0.5)
-            glVertex3f(-0.5,-0.5, 0.5)
-
-            glNormal3f( 1.0, 0.0, 0.0)
-            glVertex3f( 0.5, 0.5, 0.5)
-            glVertex3f( 0.5,-0.5, 0.5)
-            glVertex3f( 0.5,-0.5,-0.5)
-            glVertex3f( 0.5, 0.5,-0.5)
-
-            glNormal3f(-1.0, 0.0, 0.0)
-            glVertex3f(-0.5,-0.5,-0.5)
-            glVertex3f(-0.5,-0.5, 0.5)
-            glVertex3f(-0.5, 0.5, 0.5)
-            glVertex3f(-0.5, 0.5,-0.5)
-            glEnd()
-
-            glRotatef((self.lasty - self.y)/100., 1.0, 0.0, 0.0);
-            glRotatef((self.lastx - self.x)/100., 0.0, 1.0, 0.0);
-
-            self.SwapBuffers()
-
-
-
-
-
-    class ConeCanvas(MyCanvasBase):
-        def InitGL( self ):
-            glMatrixMode(GL_PROJECTION);
-            # camera frustrum setup
-            glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0);
-            glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
-            glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
-            glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
-            glMaterial(GL_FRONT, GL_SHININESS, 50.0)
-            glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
-            glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
-            glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
-            glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0]);
-            glLightModel(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
-            glEnable(GL_LIGHTING)
-            glEnable(GL_LIGHT0)
-            glDepthFunc(GL_LESS)
-            glEnable(GL_DEPTH_TEST)
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
-            # position viewer
-            glMatrixMode(GL_MODELVIEW);
-
-
-        def OnDraw(self):
-            # clear color and depth buffers
-            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-            # use a fresh transformation matrix
-            glPushMatrix()
-            # position object
-            glTranslate(0.0, 0.0, -2.0);
-            glRotate(30.0, 1.0, 0.0, 0.0);
-            glRotate(30.0, 0.0, 1.0, 0.0);
-
-            glTranslate(0, -1, 0)
-            glRotate(250, 1, 0, 0)
-            glutSolidCone(0.5, 1, 30, 5)
-            glPopMatrix()
-            glRotatef((self.lasty - self.y)/100., 0.0, 0.0, 1.0);
-            glRotatef(0.0, (self.lastx - self.x)/100., 1.0, 0.0);
-            # push into visible buffer
-            self.SwapBuffers()
+
+    def OnMouseMotion(self, evt):
+        if evt.Dragging() and evt.LeftIsDown():
+            self.lastx, self.lasty = self.x, self.y
+            self.x, self.y = evt.GetPosition()
+            self.Refresh(False)
+
+
+
+
+class CubeCanvas(MyCanvasBase):
+    def InitGL(self):
+        # set viewing projection
+        glMatrixMode(GL_PROJECTION)
+        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0)
+
+        # position viewer
+        glMatrixMode(GL_MODELVIEW)
+        glTranslatef(0.0, 0.0, -2.0)
+
+        # position object
+        glRotatef(self.y, 1.0, 0.0, 0.0)
+        glRotatef(self.x, 0.0, 1.0, 0.0)
+
+        glEnable(GL_DEPTH_TEST)
+        glEnable(GL_LIGHTING)
+        glEnable(GL_LIGHT0)
+
+
+    def OnDraw(self):
+        # clear color and depth buffers
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+
+        # draw six faces of a cube
+        glBegin(GL_QUADS)
+        glNormal3f( 0.0, 0.0, 1.0)
+        glVertex3f( 0.5, 0.5, 0.5)
+        glVertex3f(-0.5, 0.5, 0.5)
+        glVertex3f(-0.5,-0.5, 0.5)
+        glVertex3f( 0.5,-0.5, 0.5)
+
+        glNormal3f( 0.0, 0.0,-1.0)
+        glVertex3f(-0.5,-0.5,-0.5)
+        glVertex3f(-0.5, 0.5,-0.5)
+        glVertex3f( 0.5, 0.5,-0.5)
+        glVertex3f( 0.5,-0.5,-0.5)
+
+        glNormal3f( 0.0, 1.0, 0.0)
+        glVertex3f( 0.5, 0.5, 0.5)
+        glVertex3f( 0.5, 0.5,-0.5)
+        glVertex3f(-0.5, 0.5,-0.5)
+        glVertex3f(-0.5, 0.5, 0.5)
+
+        glNormal3f( 0.0,-1.0, 0.0)
+        glVertex3f(-0.5,-0.5,-0.5)
+        glVertex3f( 0.5,-0.5,-0.5)
+        glVertex3f( 0.5,-0.5, 0.5)
+        glVertex3f(-0.5,-0.5, 0.5)
+
+        glNormal3f( 1.0, 0.0, 0.0)
+        glVertex3f( 0.5, 0.5, 0.5)
+        glVertex3f( 0.5,-0.5, 0.5)
+        glVertex3f( 0.5,-0.5,-0.5)
+        glVertex3f( 0.5, 0.5,-0.5)
+
+        glNormal3f(-1.0, 0.0, 0.0)
+        glVertex3f(-0.5,-0.5,-0.5)
+        glVertex3f(-0.5,-0.5, 0.5)
+        glVertex3f(-0.5, 0.5, 0.5)
+        glVertex3f(-0.5, 0.5,-0.5)
+        glEnd()
+
+        if self.size is None:
+            self.size = self.GetClientSize()
+        w, h = self.size
+        w = max(w, 1.0)
+        h = max(h, 1.0)
+        xScale = 180.0 / w
+        yScale = 180.0 / h
+        glRotatef((self.y - self.lasty) * yScale, 1.0, 0.0, 0.0);
+        glRotatef((self.x - self.lastx) * xScale, 0.0, 1.0, 0.0);
+
+        self.SwapBuffers()
+
+
+
+
+
+class ConeCanvas(MyCanvasBase):
+    def InitGL( self ):
+        glMatrixMode(GL_PROJECTION)
+        # camera frustrum setup
+        glFrustum(-0.5, 0.5, -0.5, 0.5, 1.0, 3.0)
+        glMaterial(GL_FRONT, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
+        glMaterial(GL_FRONT, GL_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
+        glMaterial(GL_FRONT, GL_SPECULAR, [1.0, 0.0, 1.0, 1.0])
+        glMaterial(GL_FRONT, GL_SHININESS, 50.0)
+        glLight(GL_LIGHT0, GL_AMBIENT, [0.0, 1.0, 0.0, 1.0])
+        glLight(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0])
+        glLight(GL_LIGHT0, GL_SPECULAR, [1.0, 1.0, 1.0, 1.0])
+        glLight(GL_LIGHT0, GL_POSITION, [1.0, 1.0, 1.0, 0.0])
+        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [0.2, 0.2, 0.2, 1.0])
+        glEnable(GL_LIGHTING)
+        glEnable(GL_LIGHT0)
+        glDepthFunc(GL_LESS)
+        glEnable(GL_DEPTH_TEST)
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+        # position viewer
+        glMatrixMode(GL_MODELVIEW)
+        # position viewer
+        glTranslatef(0.0, 0.0, -2.0);
+        #
+        glutInit(sys.argv)
+
+
+    def OnDraw(self):
+        # clear color and depth buffers
+        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
+        # use a fresh transformation matrix
+        glPushMatrix()
+        # position object
+        #glTranslate(0.0, 0.0, -2.0)
+        glRotate(30.0, 1.0, 0.0, 0.0)
+        glRotate(30.0, 0.0, 1.0, 0.0)
+
+        glTranslate(0, -1, 0)
+        glRotate(250, 1, 0, 0)
+        glutSolidCone(0.5, 1, 30, 5)
+        glPopMatrix()
+        glRotatef((self.y - self.lasty), 0.0, 0.0, 1.0);
+        glRotatef((self.x - self.lastx), 1.0, 0.0, 0.0);
+        # push into visible buffer
+        self.SwapBuffers()