<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <!--NewPage--> <HTML> <HEAD> <TITLE> PGraphics </TITLE> <META NAME="keywords" CONTENT="processing.core.PGraphics class"> <LINK REL ="stylesheet" TYPE="text/css" HREF="../../stylesheet.css" TITLE="Style"> <SCRIPT type="text/javascript"> function windowTitle() { parent.document.title="PGraphics"; } </SCRIPT> <NOSCRIPT> </NOSCRIPT> </HEAD> <BODY BGCOLOR="white" onload="windowTitle();"> <!-- ========= START OF TOP NAVBAR ======= --> <A NAME="navbar_top"><!-- --></A> <A HREF="#skip-navbar_top" title="Skip navigation links"></A> <TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0" SUMMARY=""> <TR> <TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A NAME="navbar_top_firstrow"><!-- --></A> <TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3" SUMMARY=""> <TR ALIGN="center" VALIGN="top"> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A> </TD> <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> <FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../index-all.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A> </TD> </TR> </TABLE> </TD> <TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM> </EM> </TD> </TR> <TR> <TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../processing/core/PFont.html" title="class in processing.core"><B>PREV CLASS</B></A> <A HREF="../../processing/core/PGraphics2D.html" title="class in processing.core"><B>NEXT CLASS</B></A></FONT></TD> <TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../index.html?processing/core/PGraphics.html" target="_top"><B>FRAMES</B></A> <A HREF="PGraphics.html" target="_top"><B>NO FRAMES</B></A> <SCRIPT type="text/javascript"> <!-- if(window==top) { document.writeln('<A HREF="../../allclasses-noframe.html"><B>All Classes</B></A>'); } //--> </SCRIPT> <NOSCRIPT> <A HREF="../../allclasses-noframe.html"><B>All Classes</B></A> </NOSCRIPT> </FONT></TD> </TR> <TR> <TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> SUMMARY: NESTED | <A HREF="#field_summary">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD> <TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> DETAIL: <A HREF="#field_detail">FIELD</A> | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD> </TR> </TABLE> <A NAME="skip-navbar_top"></A> <!-- ========= END OF TOP NAVBAR ========= --> <HR> <!-- ======== START OF CLASS DATA ======== --> <H2> <FONT SIZE="-1"> processing.core</FONT> <BR> Class PGraphics</H2> <PRE> java.lang.Object <IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PImage.html" title="class in processing.core">processing.core.PImage</A> <IMG SRC="../../resources/inherit.gif" ALT="extended by "><B>processing.core.PGraphics</B> </PRE> <DL> <DT><B>All Implemented Interfaces:</B> <DD>java.lang.Cloneable, <A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></DD> </DL> <DL> <DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../processing/core/PGraphics2D.html" title="class in processing.core">PGraphics2D</A>, <A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A>, <A HREF="../../processing/core/PGraphicsJava2D.html" title="class in processing.core">PGraphicsJava2D</A></DD> </DL> <HR> <DL> <DT><PRE>public class <B>PGraphics</B><DT>extends <A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A><DT>implements <A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></DL> </PRE> <P> Main graphics and rendering context, as well as the base API implementation. <h2>Subclassing and initializing PGraphics objects</h2> Starting in release 0149, subclasses of PGraphics are handled differently. The constructor for subclasses takes no parameters, instead a series of functions are called by the hosting PApplet to specify its attributes. <ul> <li>setParent(PApplet) - is called to specify the parent PApplet. <li>setPrimary(boolean) - called with true if this PGraphics will be the primary drawing surface used by the sketch, or false if not. <li>setPath(String) - called when the renderer needs a filename or output path, such as with the PDF or DXF renderers. <li>setSize(int, int) - this is called last, at which point it's safe for the renderer to complete its initialization routine. </ul> The functions were broken out because of the growing number of parameters such as these that might be used by a renderer, yet with the exception of setSize(), it's not clear which will be necessary. So while the size could be passed in to the constructor instead of a setSize() function, a function would still be needed that would notify the renderer that it was time to finish its initialization. Thus, setSize() simply does both. <h2>Know your rights: public vs. private methods</h2> Methods that are protected are often subclassed by other renderers, however they are not set 'public' because they shouldn't be part of the user-facing public API accessible from PApplet. That is, we don't want sketches calling textModeCheck() or vertexTexture() directly. <h2>Handling warnings and exceptions</h2> Methods that are unavailable generally show a warning, unless their lack of availability will soon cause another exception. For instance, if a method like getMatrix() returns null because it is unavailable, an exception will be thrown stating that the method is unavailable, rather than waiting for the NullPointerException that will occur when the sketch tries to use that method. As of release 0149, warnings will only be shown once, and exceptions have been changed to warnings where possible. <h2>Using xxxxImpl() for subclassing smoothness</h2> The xxxImpl() methods are generally renderer-specific handling for some subset if tasks for a particular function (vague enough for you?) For instance, imageImpl() handles drawing an image whose x/y/w/h and u/v coords have been specified, and screen placement (independent of imageMode) has been determined. There's no point in all renderers implementing the <tt>if (imageMode == BLAH)</tt> placement/sizing logic, so that's handled by PGraphics, which then calls imageImpl() once all that is figured out. <h2>His brother PImage</h2> PGraphics subclasses PImage so that it can be drawn and manipulated in a similar fashion. As such, many methods are inherited from PGraphics, though many are unavailable: for instance, resize() is not likely to be implemented; the same goes for mask(), depending on the situation. <h2>What's in PGraphics, what ain't</h2> For the benefit of subclasses, as much as possible has been placed inside PGraphics. For instance, bezier interpolation code and implementations of the strokeCap() method (that simply sets the strokeCap variable) are handled here. Features that will vary widely between renderers are located inside the subclasses themselves. For instance, all matrix handling code is per-renderer: Java 2D uses its own AffineTransform, P2D uses a PMatrix2D, and PGraphics3D needs to keep continually update forward and reverse transformations. A proper (future) OpenGL implementation will have all its matrix madness handled by the card. Lighting also falls under this category, however the base material property settings (emissive, specular, et al.) are handled in PGraphics because they use the standard colorMode() logic. Subclasses should override methods like emissiveFromCalc(), which is a point where a valid color has been defined internally, and can be applied in some manner based on the calcXxxx values. <h2>What's in the PGraphics documentation, what ain't</h2> Some things are noted here, some things are not. For public API, always refer to the <a href="http://processing.org/reference">reference</A> on Processing.org for proper explanations. <b>No attempt has been made to keep the javadoc up to date or complete.</b> It's an enormous task for which we simply do not have the time. That is, it's not something that to be done once—it's a matter of keeping the multiple references synchronized (to say nothing of the translation issues), while targeting them for their separate audiences. Ouch. <P> <P> <HR> <P> <!-- =========== FIELD SUMMARY =========== --> <A NAME="field_summary"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> <B>Field Summary</B></FONT></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambientB">ambientB</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambientG">ambientG</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambientR">ambientR</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#backgroundColor">backgroundColor</A></B></CODE> <BR> Last background color that was set, zero if an image</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierDetail">bezierDetail</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorMode">colorMode</A></B></CODE> <BR> The current colorMode</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorModeA">colorModeA</A></B></CODE> <BR> Max value for alpha set by colorMode</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorModeX">colorModeX</A></B></CODE> <BR> Max value for red (or hue) set by colorMode</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorModeY">colorModeY</A></B></CODE> <BR> Max value for green (or saturation) set by colorMode</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorModeZ">colorModeZ</A></B></CODE> <BR> Max value for blue (or value) set by colorMode</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveTightness">curveTightness</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#edge">edge</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ellipseMode">ellipseMode</A></B></CODE> <BR> The current ellipse mode (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissiveB">emissiveB</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissiveG">emissiveG</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissiveR">emissiveR</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill">fill</A></B></CODE> <BR> true if fill() is enabled, (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fillColor">fillColor</A></B></CODE> <BR> fill that was last set (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> java.awt.Image</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#image">image</A></B></CODE> <BR> Java AWT Image object associated with this renderer.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#imageMode">imageMode</A></B></CODE> <BR> The current image alignment (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#normalX">normalX</A></B></CODE> <BR> Current normal vector.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#normalY">normalY</A></B></CODE> <BR> Current normal vector.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#normalZ">normalZ</A></B></CODE> <BR> Current normal vector.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#pixelCount">pixelCount</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rectMode">rectMode</A></B></CODE> <BR> The current rect mode (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shapeMode">shapeMode</A></B></CODE> <BR> The current shape alignment mode (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shininess">shininess</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#smooth">smooth</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specularB">specularB</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specularG">specularG</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specularR">specularR</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#sphereDetailU">sphereDetailU</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#sphereDetailV">sphereDetailV</A></B></CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke">stroke</A></B></CODE> <BR> true if stroke() is enabled, (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeCap">strokeCap</A></B></CODE> <BR> Set by strokeCap() (read-only).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeColor">strokeColor</A></B></CODE> <BR> stroke that was last set (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeJoin">strokeJoin</A></B></CODE> <BR> Set by strokeJoin() (read-only).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeWeight">strokeWeight</A></B></CODE> <BR> Last value set by strokeWeight() (read-only).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textAlign">textAlign</A></B></CODE> <BR> The current text align (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textAlignY">textAlignY</A></B></CODE> <BR> The current vertical text alignment (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textFont">textFont</A></B></CODE> <BR> The current text font (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textLeading">textLeading</A></B></CODE> <BR> The current text leading (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textMode">textMode</A></B></CODE> <BR> The current text mode (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textSize">textSize</A></B></CODE> <BR> The current text size (read-only)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textureImage">textureImage</A></B></CODE> <BR> Current image being used as a texture</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textureMode">textureMode</A></B></CODE> <BR> Sets whether texture coordinates passed to vertex() calls will be based on coordinates that are based on the IMAGE or NORMALIZED.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textureU">textureU</A></B></CODE> <BR> Current horizontal coordinate for texture, will always be between 0 and 1, even if using textureMode(IMAGE).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textureV">textureV</A></B></CODE> <BR> Current vertical coordinate for texture, see above.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint">tint</A></B></CODE> <BR> True if tint() is enabled (read-only).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tintColor">tintColor</A></B></CODE> <BR> tint that was last set (read-only)</TD> </TR> </TABLE> <A NAME="fields_inherited_from_class_processing.core.PImage"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> <TH ALIGN="left"><B>Fields inherited from class processing.core.<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></B></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD><CODE><A HREF="../../processing/core/PImage.html#format">format</A>, <A HREF="../../processing/core/PImage.html#height">height</A>, <A HREF="../../processing/core/PImage.html#parent">parent</A>, <A HREF="../../processing/core/PImage.html#pixels">pixels</A>, <A HREF="../../processing/core/PImage.html#width">width</A></CODE></TD> </TR> </TABLE> <A NAME="fields_inherited_from_class_processing.core.PConstants"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> <TH ALIGN="left"><B>Fields inherited from interface processing.core.<A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></B></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD><CODE><A HREF="../../processing/core/PConstants.html#A">A</A>, <A HREF="../../processing/core/PConstants.html#AB">AB</A>, <A HREF="../../processing/core/PConstants.html#ADD">ADD</A>, <A HREF="../../processing/core/PConstants.html#AG">AG</A>, <A HREF="../../processing/core/PConstants.html#ALPHA">ALPHA</A>, <A HREF="../../processing/core/PConstants.html#ALPHA_MASK">ALPHA_MASK</A>, <A HREF="../../processing/core/PConstants.html#ALT">ALT</A>, <A HREF="../../processing/core/PConstants.html#AMBIENT">AMBIENT</A>, <A HREF="../../processing/core/PConstants.html#AR">AR</A>, <A HREF="../../processing/core/PConstants.html#ARC">ARC</A>, <A HREF="../../processing/core/PConstants.html#ARGB">ARGB</A>, <A HREF="../../processing/core/PConstants.html#ARROW">ARROW</A>, <A HREF="../../processing/core/PConstants.html#B">B</A>, <A HREF="../../processing/core/PConstants.html#BACKSPACE">BACKSPACE</A>, <A HREF="../../processing/core/PConstants.html#BASELINE">BASELINE</A>, <A HREF="../../processing/core/PConstants.html#BEEN_LIT">BEEN_LIT</A>, <A HREF="../../processing/core/PConstants.html#BEVEL">BEVEL</A>, <A HREF="../../processing/core/PConstants.html#BLEND">BLEND</A>, <A HREF="../../processing/core/PConstants.html#BLUE_MASK">BLUE_MASK</A>, <A HREF="../../processing/core/PConstants.html#BLUR">BLUR</A>, <A HREF="../../processing/core/PConstants.html#BOTTOM">BOTTOM</A>, <A HREF="../../processing/core/PConstants.html#BOX">BOX</A>, <A HREF="../../processing/core/PConstants.html#BURN">BURN</A>, <A HREF="../../processing/core/PConstants.html#CENTER">CENTER</A>, <A HREF="../../processing/core/PConstants.html#CENTER_DIAMETER">CENTER_DIAMETER</A>, <A HREF="../../processing/core/PConstants.html#CENTER_RADIUS">CENTER_RADIUS</A>, <A HREF="../../processing/core/PConstants.html#CHATTER">CHATTER</A>, <A HREF="../../processing/core/PConstants.html#CLOSE">CLOSE</A>, <A HREF="../../processing/core/PConstants.html#CMYK">CMYK</A>, <A HREF="../../processing/core/PConstants.html#CODED">CODED</A>, <A HREF="../../processing/core/PConstants.html#COMPLAINT">COMPLAINT</A>, <A HREF="../../processing/core/PConstants.html#CONTROL">CONTROL</A>, <A HREF="../../processing/core/PConstants.html#CORNER">CORNER</A>, <A HREF="../../processing/core/PConstants.html#CORNERS">CORNERS</A>, <A HREF="../../processing/core/PConstants.html#CROSS">CROSS</A>, <A HREF="../../processing/core/PConstants.html#CUSTOM">CUSTOM</A>, <A HREF="../../processing/core/PConstants.html#DA">DA</A>, <A HREF="../../processing/core/PConstants.html#DARKEST">DARKEST</A>, <A HREF="../../processing/core/PConstants.html#DB">DB</A>, <A HREF="../../processing/core/PConstants.html#DEG_TO_RAD">DEG_TO_RAD</A>, <A HREF="../../processing/core/PConstants.html#DELETE">DELETE</A>, <A HREF="../../processing/core/PConstants.html#DG">DG</A>, <A HREF="../../processing/core/PConstants.html#DIAMETER">DIAMETER</A>, <A HREF="../../processing/core/PConstants.html#DIFFERENCE">DIFFERENCE</A>, <A HREF="../../processing/core/PConstants.html#DILATE">DILATE</A>, <A HREF="../../processing/core/PConstants.html#DIRECTIONAL">DIRECTIONAL</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_ACCURATE_TEXTURES">DISABLE_ACCURATE_TEXTURES</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_DEPTH_SORT">DISABLE_DEPTH_SORT</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_DEPTH_TEST">DISABLE_DEPTH_TEST</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_OPENGL_2X_SMOOTH">DISABLE_OPENGL_2X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_OPENGL_ERROR_REPORT">DISABLE_OPENGL_ERROR_REPORT</A>, <A HREF="../../processing/core/PConstants.html#DODGE">DODGE</A>, <A HREF="../../processing/core/PConstants.html#DOWN">DOWN</A>, <A HREF="../../processing/core/PConstants.html#DR">DR</A>, <A HREF="../../processing/core/PConstants.html#DXF">DXF</A>, <A HREF="../../processing/core/PConstants.html#EB">EB</A>, <A HREF="../../processing/core/PConstants.html#EDGE">EDGE</A>, <A HREF="../../processing/core/PConstants.html#EG">EG</A>, <A HREF="../../processing/core/PConstants.html#ELLIPSE">ELLIPSE</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_ACCURATE_TEXTURES">ENABLE_ACCURATE_TEXTURES</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_DEPTH_SORT">ENABLE_DEPTH_SORT</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_DEPTH_TEST">ENABLE_DEPTH_TEST</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_NATIVE_FONTS">ENABLE_NATIVE_FONTS</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_2X_SMOOTH">ENABLE_OPENGL_2X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_4X_SMOOTH">ENABLE_OPENGL_4X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_ERROR_REPORT">ENABLE_OPENGL_ERROR_REPORT</A>, <A HREF="../../processing/core/PConstants.html#ENTER">ENTER</A>, <A HREF="../../processing/core/PConstants.html#EPSILON">EPSILON</A>, <A HREF="../../processing/core/PConstants.html#ER">ER</A>, <A HREF="../../processing/core/PConstants.html#ERODE">ERODE</A>, <A HREF="../../processing/core/PConstants.html#ERROR_BACKGROUND_IMAGE_FORMAT">ERROR_BACKGROUND_IMAGE_FORMAT</A>, <A HREF="../../processing/core/PConstants.html#ERROR_BACKGROUND_IMAGE_SIZE">ERROR_BACKGROUND_IMAGE_SIZE</A>, <A HREF="../../processing/core/PConstants.html#ERROR_PUSHMATRIX_OVERFLOW">ERROR_PUSHMATRIX_OVERFLOW</A>, <A HREF="../../processing/core/PConstants.html#ERROR_PUSHMATRIX_UNDERFLOW">ERROR_PUSHMATRIX_UNDERFLOW</A>, <A HREF="../../processing/core/PConstants.html#ERROR_TEXTFONT_NULL_PFONT">ERROR_TEXTFONT_NULL_PFONT</A>, <A HREF="../../processing/core/PConstants.html#ESC">ESC</A>, <A HREF="../../processing/core/PConstants.html#EXCLUSION">EXCLUSION</A>, <A HREF="../../processing/core/PConstants.html#G">G</A>, <A HREF="../../processing/core/PConstants.html#GIF">GIF</A>, <A HREF="../../processing/core/PConstants.html#GRAY">GRAY</A>, <A HREF="../../processing/core/PConstants.html#GREEN_MASK">GREEN_MASK</A>, <A HREF="../../processing/core/PConstants.html#HALF_PI">HALF_PI</A>, <A HREF="../../processing/core/PConstants.html#HAND">HAND</A>, <A HREF="../../processing/core/PConstants.html#HARD_LIGHT">HARD_LIGHT</A>, <A HREF="../../processing/core/PConstants.html#HINT_COUNT">HINT_COUNT</A>, <A HREF="../../processing/core/PConstants.html#HSB">HSB</A>, <A HREF="../../processing/core/PConstants.html#IMAGE">IMAGE</A>, <A HREF="../../processing/core/PConstants.html#INVERT">INVERT</A>, <A HREF="../../processing/core/PConstants.html#JAVA2D">JAVA2D</A>, <A HREF="../../processing/core/PConstants.html#JPEG">JPEG</A>, <A HREF="../../processing/core/PConstants.html#LEFT">LEFT</A>, <A HREF="../../processing/core/PConstants.html#LIGHTEST">LIGHTEST</A>, <A HREF="../../processing/core/PConstants.html#LINE">LINE</A>, <A HREF="../../processing/core/PConstants.html#LINES">LINES</A>, <A HREF="../../processing/core/PConstants.html#LINUX">LINUX</A>, <A HREF="../../processing/core/PConstants.html#MACOSX">MACOSX</A>, <A HREF="../../processing/core/PConstants.html#MAX_FLOAT">MAX_FLOAT</A>, <A HREF="../../processing/core/PConstants.html#MAX_INT">MAX_INT</A>, <A HREF="../../processing/core/PConstants.html#MIN_FLOAT">MIN_FLOAT</A>, <A HREF="../../processing/core/PConstants.html#MIN_INT">MIN_INT</A>, <A HREF="../../processing/core/PConstants.html#MITER">MITER</A>, <A HREF="../../processing/core/PConstants.html#MODEL">MODEL</A>, <A HREF="../../processing/core/PConstants.html#MOVE">MOVE</A>, <A HREF="../../processing/core/PConstants.html#MULTIPLY">MULTIPLY</A>, <A HREF="../../processing/core/PConstants.html#NORMAL">NORMAL</A>, <A HREF="../../processing/core/PConstants.html#NORMALIZED">NORMALIZED</A>, <A HREF="../../processing/core/PConstants.html#NX">NX</A>, <A HREF="../../processing/core/PConstants.html#NY">NY</A>, <A HREF="../../processing/core/PConstants.html#NZ">NZ</A>, <A HREF="../../processing/core/PConstants.html#OPAQUE">OPAQUE</A>, <A HREF="../../processing/core/PConstants.html#OPEN">OPEN</A>, <A HREF="../../processing/core/PConstants.html#OPENGL">OPENGL</A>, <A HREF="../../processing/core/PConstants.html#ORTHOGRAPHIC">ORTHOGRAPHIC</A>, <A HREF="../../processing/core/PConstants.html#OTHER">OTHER</A>, <A HREF="../../processing/core/PConstants.html#OVERLAY">OVERLAY</A>, <A HREF="../../processing/core/PConstants.html#P2D">P2D</A>, <A HREF="../../processing/core/PConstants.html#P3D">P3D</A>, <A HREF="../../processing/core/PConstants.html#PATH">PATH</A>, <A HREF="../../processing/core/PConstants.html#PDF">PDF</A>, <A HREF="../../processing/core/PConstants.html#PERSPECTIVE">PERSPECTIVE</A>, <A HREF="../../processing/core/PConstants.html#PI">PI</A>, <A HREF="../../processing/core/PConstants.html#platformNames">platformNames</A>, <A HREF="../../processing/core/PConstants.html#POINT">POINT</A>, <A HREF="../../processing/core/PConstants.html#POINTS">POINTS</A>, <A HREF="../../processing/core/PConstants.html#POLYGON">POLYGON</A>, <A HREF="../../processing/core/PConstants.html#POSTERIZE">POSTERIZE</A>, <A HREF="../../processing/core/PConstants.html#PROBLEM">PROBLEM</A>, <A HREF="../../processing/core/PConstants.html#PROJECT">PROJECT</A>, <A HREF="../../processing/core/PConstants.html#QUAD">QUAD</A>, <A HREF="../../processing/core/PConstants.html#QUAD_STRIP">QUAD_STRIP</A>, <A HREF="../../processing/core/PConstants.html#QUADS">QUADS</A>, <A HREF="../../processing/core/PConstants.html#QUARTER_PI">QUARTER_PI</A>, <A HREF="../../processing/core/PConstants.html#R">R</A>, <A HREF="../../processing/core/PConstants.html#RAD_TO_DEG">RAD_TO_DEG</A>, <A HREF="../../processing/core/PConstants.html#RADIUS">RADIUS</A>, <A HREF="../../processing/core/PConstants.html#RECT">RECT</A>, <A HREF="../../processing/core/PConstants.html#RED_MASK">RED_MASK</A>, <A HREF="../../processing/core/PConstants.html#REPLACE">REPLACE</A>, <A HREF="../../processing/core/PConstants.html#RETURN">RETURN</A>, <A HREF="../../processing/core/PConstants.html#RGB">RGB</A>, <A HREF="../../processing/core/PConstants.html#RIGHT">RIGHT</A>, <A HREF="../../processing/core/PConstants.html#ROUND">ROUND</A>, <A HREF="../../processing/core/PConstants.html#SA">SA</A>, <A HREF="../../processing/core/PConstants.html#SB">SB</A>, <A HREF="../../processing/core/PConstants.html#SCREEN">SCREEN</A>, <A HREF="../../processing/core/PConstants.html#SG">SG</A>, <A HREF="../../processing/core/PConstants.html#SHAPE">SHAPE</A>, <A HREF="../../processing/core/PConstants.html#SHIFT">SHIFT</A>, <A HREF="../../processing/core/PConstants.html#SHINE">SHINE</A>, <A HREF="../../processing/core/PConstants.html#SOFT_LIGHT">SOFT_LIGHT</A>, <A HREF="../../processing/core/PConstants.html#SPB">SPB</A>, <A HREF="../../processing/core/PConstants.html#SPG">SPG</A>, <A HREF="../../processing/core/PConstants.html#SPHERE">SPHERE</A>, <A HREF="../../processing/core/PConstants.html#SPOT">SPOT</A>, <A HREF="../../processing/core/PConstants.html#SPR">SPR</A>, <A HREF="../../processing/core/PConstants.html#SQUARE">SQUARE</A>, <A HREF="../../processing/core/PConstants.html#SR">SR</A>, <A HREF="../../processing/core/PConstants.html#SUBTRACT">SUBTRACT</A>, <A HREF="../../processing/core/PConstants.html#SW">SW</A>, <A HREF="../../processing/core/PConstants.html#TAB">TAB</A>, <A HREF="../../processing/core/PConstants.html#TARGA">TARGA</A>, <A HREF="../../processing/core/PConstants.html#TEXT">TEXT</A>, <A HREF="../../processing/core/PConstants.html#THIRD_PI">THIRD_PI</A>, <A HREF="../../processing/core/PConstants.html#THRESHOLD">THRESHOLD</A>, <A HREF="../../processing/core/PConstants.html#TIFF">TIFF</A>, <A HREF="../../processing/core/PConstants.html#TOP">TOP</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE">TRIANGLE</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE_FAN">TRIANGLE_FAN</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE_STRIP">TRIANGLE_STRIP</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLES">TRIANGLES</A>, <A HREF="../../processing/core/PConstants.html#TWO_PI">TWO_PI</A>, <A HREF="../../processing/core/PConstants.html#TX">TX</A>, <A HREF="../../processing/core/PConstants.html#TY">TY</A>, <A HREF="../../processing/core/PConstants.html#TZ">TZ</A>, <A HREF="../../processing/core/PConstants.html#U">U</A>, <A HREF="../../processing/core/PConstants.html#UP">UP</A>, <A HREF="../../processing/core/PConstants.html#V">V</A>, <A HREF="../../processing/core/PConstants.html#VERTEX_FIELD_COUNT">VERTEX_FIELD_COUNT</A>, <A HREF="../../processing/core/PConstants.html#VW">VW</A>, <A HREF="../../processing/core/PConstants.html#VX">VX</A>, <A HREF="../../processing/core/PConstants.html#VY">VY</A>, <A HREF="../../processing/core/PConstants.html#VZ">VZ</A>, <A HREF="../../processing/core/PConstants.html#WAIT">WAIT</A>, <A HREF="../../processing/core/PConstants.html#WHITESPACE">WHITESPACE</A>, <A HREF="../../processing/core/PConstants.html#WINDOWS">WINDOWS</A>, <A HREF="../../processing/core/PConstants.html#X">X</A>, <A HREF="../../processing/core/PConstants.html#Y">Y</A>, <A HREF="../../processing/core/PConstants.html#Z">Z</A></CODE></TD> </TR> </TABLE> <!-- ======== CONSTRUCTOR SUMMARY ======== --> <A NAME="constructor_summary"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> <B>Constructor Summary</B></FONT></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#PGraphics()">PGraphics</A></B>()</CODE> <BR> Constructor for the PGraphics object.</TD> </TR> </TABLE> <!-- ========== METHOD SUMMARY =========== --> <A NAME="method_summary"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> <B>Method Summary</B></FONT></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#alpha(int)">alpha</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambient(float)">ambient</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambient(float, float, float)">ambient</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambient(int)">ambient</A></B>(int rgb)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambientLight(float, float, float)">ambientLight</A></B>(float red, float green, float blue)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ambientLight(float, float, float, float, float, float)">ambientLight</A></B>(float red, float green, float blue, float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#applyMatrix(float, float, float, float, float, float)">applyMatrix</A></B>(float n00, float n01, float n02, float n10, float n11, float n12)</CODE> <BR> Apply a 3x2 affine transformation matrix.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#applyMatrix(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)">applyMatrix</A></B>(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33)</CODE> <BR> Apply a 4x4 transformation matrix.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix)">applyMatrix</A></B>(<A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A> source)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix2D)">applyMatrix</A></B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> source)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix3D)">applyMatrix</A></B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> source)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#arc(float, float, float, float, float, float)">arc</A></B>(float a, float b, float c, float d, float start, float stop)</CODE> <BR> Identical parameters and placement to ellipse, but draws only an arc of that ellipse.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(float)">background</A></B>(float gray)</CODE> <BR> Set the background to a grayscale value, based on the current colorMode.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(float, float)">background</A></B>(float gray, float alpha)</CODE> <BR> See notes about alpha in background(x, y, z, a).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(float, float, float)">background</A></B>(float x, float y, float z)</CODE> <BR> Set the background to an r, g, b or h, s, b value, based on the current colorMode.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(float, float, float, float)">background</A></B>(float x, float y, float z, float a)</CODE> <BR> Clear the background with a color that includes an alpha value.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(int)">background</A></B>(int rgb)</CODE> <BR> Set the background to a gray or ARGB color.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(int, float)">background</A></B>(int rgb, float alpha)</CODE> <BR> See notes about alpha in background(x, y, z, a).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#background(processing.core.PImage)">background</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image)</CODE> <BR> Takes an RGB or ARGB image and sets it as the background.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#beginCamera()">beginCamera</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#beginDraw()">beginDraw</A></B>()</CODE> <BR> Prepares the PGraphics for drawing.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#beginRaw(processing.core.PGraphics)">beginRaw</A></B>(<A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A> rawGraphics)</CODE> <BR> Record individual lines and triangles by echoing them to another renderer.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#beginShape()">beginShape</A></B>()</CODE> <BR> Start a new shape of type POLYGON</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#beginShape(int)">beginShape</A></B>(int kind)</CODE> <BR> Start a new shape.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezier(float, float, float, float, float, float, float, float)">bezier</A></B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</CODE> <BR> Draw a cubic bezier curve.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezier(float, float, float, float, float, float, float, float, float, float, float, float)">bezier</A></B>(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierDetail(int)">bezierDetail</A></B>(int detail)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierPoint(float, float, float, float, float)">bezierPoint</A></B>(float a, float b, float c, float d, float t)</CODE> <BR> Evalutes quadratic bezier at point t for points a, b, c, d.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierTangent(float, float, float, float, float)">bezierTangent</A></B>(float a, float b, float c, float d, float t)</CODE> <BR> Provide the tangent at the given point on the bezier curve.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierVertex(float, float, float, float, float, float)">bezierVertex</A></B>(float x2, float y2, float x3, float y3, float x4, float y4)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#bezierVertex(float, float, float, float, float, float, float, float, float)">bezierVertex</A></B>(float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#blue(int)">blue</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#box(float)">box</A></B>(float size)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#box(float, float, float)">box</A></B>(float w, float h, float d)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#breakShape()">breakShape</A></B>()</CODE> <BR> This feature is in testing, do not use or rely upon its implementation</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#brightness(int)">brightness</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#camera()">camera</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#camera(float, float, float, float, float, float, float, float, float)">camera</A></B>(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#canDraw()">canDraw</A></B>()</CODE> <BR> Some renderers have requirements re: when they are ready to draw.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(float)">color</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(float, float)">color</A></B>(float gray, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(float, float, float)">color</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(float, float, float, float)">color</A></B>(float x, float y, float z, float a)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(int)">color</A></B>(int gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(int, float)">color</A></B>(int rgb, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(int, int)">color</A></B>(int gray, int alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(int, int, int)">color</A></B>(int x, int y, int z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#color(int, int, int, int)">color</A></B>(int x, int y, int z, int a)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorMode(int)">colorMode</A></B>(int mode)</CODE> <BR> Callback to handle clearing the background when begin/endRaw is in use.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorMode(int, float)">colorMode</A></B>(int mode, float max)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorMode(int, float, float, float)">colorMode</A></B>(int mode, float maxX, float maxY, float maxZ)</CODE> <BR> Set the colorMode and the maximum values for (r, g, b) or (h, s, b).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#colorMode(int, float, float, float, float)">colorMode</A></B>(int mode, float maxX, float maxY, float maxZ, float maxA)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curve(float, float, float, float, float, float, float, float)">curve</A></B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</CODE> <BR> Draws a segment of Catmull-Rom curve.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curve(float, float, float, float, float, float, float, float, float, float, float, float)">curve</A></B>(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveDetail(int)">curveDetail</A></B>(int detail)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curvePoint(float, float, float, float, float)">curvePoint</A></B>(float a, float b, float c, float d, float t)</CODE> <BR> Get a location along a catmull-rom curve segment.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveTangent(float, float, float, float, float)">curveTangent</A></B>(float a, float b, float c, float d, float t)</CODE> <BR> Calculate the tangent at a t value (0..1) on a Catmull-Rom curve.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveTightness(float)">curveTightness</A></B>(float tightness)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveVertex(float, float)">curveVertex</A></B>(float x, float y)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#curveVertex(float, float, float)">curveVertex</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#directionalLight(float, float, float, float, float, float)">directionalLight</A></B>(float red, float green, float blue, float nx, float ny, float nz)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#displayable()">displayable</A></B>()</CODE> <BR> Return true if this renderer should be drawn to the screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#dispose()">dispose</A></B>()</CODE> <BR> Handle any takedown for this graphics context.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#edge(boolean)">edge</A></B>(boolean edge)</CODE> <BR> Sets whether the upcoming vertex is part of an edge.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ellipse(float, float, float, float)">ellipse</A></B>(float a, float b, float c, float d)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ellipseMode(int)">ellipseMode</A></B>(int mode)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissive(float)">emissive</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissive(float, float, float)">emissive</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#emissive(int)">emissive</A></B>(int rgb)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#endCamera()">endCamera</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#endDraw()">endDraw</A></B>()</CODE> <BR> This will finalize rendering so that it can be shown on-screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#endRaw()">endRaw</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#endShape()">endShape</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#endShape(int)">endShape</A></B>(int mode)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(float)">fill</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(float, float)">fill</A></B>(float gray, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(float, float, float)">fill</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(float, float, float, float)">fill</A></B>(float x, float y, float z, float a)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(int)">fill</A></B>(int rgb)</CODE> <BR> Set the fill to either a grayscale value or an ARGB int.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#fill(int, float)">fill</A></B>(int rgb, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#flush()">flush</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#frustum(float, float, float, float, float, float)">frustum</A></B>(float left, float right, float bottom, float top, float near, float far)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#getMatrix()">getMatrix</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#getMatrix(processing.core.PMatrix2D)">getMatrix</A></B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> target)</CODE> <BR> Copy the current transformation matrix into the specified target.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#getMatrix(processing.core.PMatrix3D)">getMatrix</A></B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> target)</CODE> <BR> Copy the current transformation matrix into the specified target.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#getStyle()">getStyle</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> <A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A></CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#getStyle(processing.core.PStyle)">getStyle</A></B>(<A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> s)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#green(int)">green</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#hint(int)">hint</A></B>(int which)</CODE> <BR> Enable a hint option.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#hue(int)">hue</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float)">image</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float x, float y)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float, float, float)">image</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float x, float y, float c, float d)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float, float, float, int, int, int, int)">image</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float a, float b, float c, float d, int u1, int v1, int u2, int v2)</CODE> <BR> Draw an image(), also specifying u/v coordinates.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#imageMode(int)">imageMode</A></B>(int mode)</CODE> <BR> The mode can only be set to CORNERS, CORNER, and CENTER.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#is2D()">is2D</A></B>()</CODE> <BR> Return true if this renderer supports 2D drawing.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> boolean</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#is3D()">is3D</A></B>()</CODE> <BR> Return true if this renderer supports 2D drawing.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#lerpColor(int, int, float)">lerpColor</A></B>(int c1, int c2, float amt)</CODE> <BR> Interpolate between two colors, using the current color mode.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE>static int</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#lerpColor(int, int, float, int)">lerpColor</A></B>(int c1, int c2, float amt, int mode)</CODE> <BR> Interpolate between two colors.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#lightFalloff(float, float, float)">lightFalloff</A></B>(float constant, float linear, float quadratic)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#lights()">lights</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#lightSpecular(float, float, float)">lightSpecular</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#line(float, float, float, float)">line</A></B>(float x1, float y1, float x2, float y2)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#line(float, float, float, float, float, float)">line</A></B>(float x1, float y1, float z1, float x2, float y2, float z2)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#modelX(float, float, float)">modelX</A></B>(float x, float y, float z)</CODE> <BR> Returns the model space x value for an x, y, z coordinate.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#modelY(float, float, float)">modelY</A></B>(float x, float y, float z)</CODE> <BR> Returns the model space y value for an x, y, z coordinate.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#modelZ(float, float, float)">modelZ</A></B>(float x, float y, float z)</CODE> <BR> Returns the model space z value for an x, y, z coordinate.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#noFill()">noFill</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#noLights()">noLights</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#normal(float, float, float)">normal</A></B>(float nx, float ny, float nz)</CODE> <BR> Sets the current normal vector.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#noSmooth()">noSmooth</A></B>()</CODE> <BR> Disable smoothing.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#noStroke()">noStroke</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#noTint()">noTint</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ortho()">ortho</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#ortho(float, float, float, float, float, float)">ortho</A></B>(float left, float right, float bottom, float top, float near, float far)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#perspective()">perspective</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#perspective(float, float, float, float)">perspective</A></B>(float fovy, float aspect, float zNear, float zFar)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#point(float, float)">point</A></B>(float x, float y)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#point(float, float, float)">point</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#pointLight(float, float, float, float, float, float)">pointLight</A></B>(float red, float green, float blue, float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#popMatrix()">popMatrix</A></B>()</CODE> <BR> Replace the current transformation matrix with the top of the stack.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#popStyle()">popStyle</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#printCamera()">printCamera</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#printMatrix()">printMatrix</A></B>()</CODE> <BR> Print the current model (or "transformation") matrix.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#printProjection()">printProjection</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#pushMatrix()">pushMatrix</A></B>()</CODE> <BR> Push a copy of the current transformation matrix onto the stack.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#pushStyle()">pushStyle</A></B>()</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#quad(float, float, float, float, float, float, float, float)">quad</A></B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rect(float, float, float, float)">rect</A></B>(float a, float b, float c, float d)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rectMode(int)">rectMode</A></B>(int mode)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#red(int)">red</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#resetMatrix()">resetMatrix</A></B>()</CODE> <BR> Set the current transformation matrix to identity.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rotate(float)">rotate</A></B>(float angle)</CODE> <BR> Two dimensional rotation.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rotate(float, float, float, float)">rotate</A></B>(float angle, float vx, float vy, float vz)</CODE> <BR> Rotate about a vector in space.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rotateX(float)">rotateX</A></B>(float angle)</CODE> <BR> Rotate around the X axis.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rotateY(float)">rotateY</A></B>(float angle)</CODE> <BR> Rotate around the Y axis.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#rotateZ(float)">rotateZ</A></B>(float angle)</CODE> <BR> Rotate around the Z axis.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#saturation(int)">saturation</A></B>(int what)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#scale(float)">scale</A></B>(float s)</CODE> <BR> Scale in all dimensions.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#scale(float, float)">scale</A></B>(float sx, float sy)</CODE> <BR> Scale in X and Y.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#scale(float, float, float)">scale</A></B>(float x, float y, float z)</CODE> <BR> Scale in X, Y, and Z.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#screenX(float, float)">screenX</A></B>(float x, float y)</CODE> <BR> Given an x and y coordinate, returns the x position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#screenX(float, float, float)">screenX</A></B>(float x, float y, float z)</CODE> <BR> Maps a three dimensional point to its placement on-screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#screenY(float, float)">screenY</A></B>(float x, float y)</CODE> <BR> Given an x and y coordinate, returns the y position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#screenY(float, float, float)">screenY</A></B>(float x, float y, float z)</CODE> <BR> Maps a three dimensional point to its placement on-screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#screenZ(float, float, float)">screenZ</A></B>(float x, float y, float z)</CODE> <BR> Maps a three dimensional point to its placement on-screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix)">setMatrix</A></B>(<A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A> source)</CODE> <BR> Set the current transformation matrix to the contents of another.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix2D)">setMatrix</A></B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> source)</CODE> <BR> Set the current transformation to the contents of the specified source.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix3D)">setMatrix</A></B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> source)</CODE> <BR> Set the current transformation to the contents of the specified source.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setParent(processing.core.PApplet)">setParent</A></B>(<A HREF="../../processing/core/PApplet.html" title="class in processing.core">PApplet</A> parent)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setPath(java.lang.String)">setPath</A></B>(java.lang.String path)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setPrimary(boolean)">setPrimary</A></B>(boolean primary)</CODE> <BR> Set (or unset) this as the main drawing surface.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#setSize(int, int)">setSize</A></B>(int w, int h)</CODE> <BR> The final step in setting up a renderer, set its size of this renderer.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape)">shape</A></B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape, float, float)">shape</A></B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape, float x, float y)</CODE> <BR> Convenience method to draw at a particular location.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape, float, float, float, float)">shape</A></B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape, float x, float y, float c, float d)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shapeMode(int)">shapeMode</A></B>(int mode)</CODE> <BR> Set the orientation for the shape() command (like imageMode() or rectMode()).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#shininess(float)">shininess</A></B>(float shine)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE>static void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#showException(java.lang.String)">showException</A></B>(java.lang.String msg)</CODE> <BR> Show an renderer-related exception that halts the program.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE>static void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#showWarning(java.lang.String)">showWarning</A></B>(java.lang.String msg)</CODE> <BR> Show a renderer error, and keep track of it so that it's only shown once.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#smooth()">smooth</A></B>()</CODE> <BR> If true in PImage, use bilinear interpolation for copy() operations.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specular(float)">specular</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specular(float, float, float)">specular</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#specular(int)">specular</A></B>(int rgb)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#sphere(float)">sphere</A></B>(float r)</CODE> <BR> Draw a sphere with radius r centered at coordinate 0, 0, 0.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#sphereDetail(int)">sphereDetail</A></B>(int res)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#sphereDetail(int, int)">sphereDetail</A></B>(int ures, int vres)</CODE> <BR> Set the detail level for approximating a sphere.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#spotLight(float, float, float, float, float, float, float, float, float, float, float)">spotLight</A></B>(float red, float green, float blue, float x, float y, float z, float nx, float ny, float nz, float angle, float concentration)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(float)">stroke</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(float, float)">stroke</A></B>(float gray, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(float, float, float)">stroke</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(float, float, float, float)">stroke</A></B>(float x, float y, float z, float a)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(int)">stroke</A></B>(int rgb)</CODE> <BR> Set the tint to either a grayscale or ARGB value.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#stroke(int, float)">stroke</A></B>(int rgb, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeCap(int)">strokeCap</A></B>(int cap)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeJoin(int)">strokeJoin</A></B>(int join)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#strokeWeight(float)">strokeWeight</A></B>(float weight)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#style(processing.core.PStyle)">style</A></B>(<A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> s)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(char)">text</A></B>(char c)</CODE> <BR> Write text where we just left off.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(char[], int, int, float, float)">text</A></B>(char[] chars, int start, int stop, float x, float y)</CODE> <BR> Method to draw text from an array of chars.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(char[], int, int, float, float, float)">text</A></B>(char[] chars, int start, int stop, float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(char, float, float)">text</A></B>(char c, float x, float y)</CODE> <BR> Draw a single character on screen.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(char, float, float, float)">text</A></B>(char c, float x, float y, float z)</CODE> <BR> Draw a single character on screen (with a z coordinate)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(float, float, float)">text</A></B>(float num, float x, float y)</CODE> <BR> This does a basic number formatting, to avoid the generally ugly appearance of printing floats.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(float, float, float, float)">text</A></B>(float num, float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(int, float, float)">text</A></B>(int num, float x, float y)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(int, float, float, float)">text</A></B>(int num, float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(java.lang.String)">text</A></B>(java.lang.String str)</CODE> <BR> Write text where we just left off.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float)">text</A></B>(java.lang.String str, float x, float y)</CODE> <BR> Draw a chunk of text.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float)">text</A></B>(java.lang.String str, float x, float y, float z)</CODE> <BR> Same as above but with a z coordinate.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float, float)">text</A></B>(java.lang.String str, float x1, float y1, float x2, float y2)</CODE> <BR> Draw text in a box that is constrained to a particular size.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float, float, float)">text</A></B>(java.lang.String s, float x1, float y1, float x2, float y2, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textAlign(int)">textAlign</A></B>(int align)</CODE> <BR> Sets the alignment of the text to one of LEFT, CENTER, or RIGHT.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textAlign(int, int)">textAlign</A></B>(int alignX, int alignY)</CODE> <BR> Sets the horizontal and vertical alignment of the text.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textAscent()">textAscent</A></B>()</CODE> <BR> Returns the ascent of the current font at the current size.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textDescent()">textDescent</A></B>()</CODE> <BR> Returns the descent of the current font at the current size.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont)">textFont</A></B>(<A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A> which)</CODE> <BR> Sets the current font.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont, float)">textFont</A></B>(<A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A> which, float size)</CODE> <BR> Useful function to set the font and size at the same time.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textLeading(float)">textLeading</A></B>(float leading)</CODE> <BR> Set the text leading to a specific value.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textMode(int)">textMode</A></B>(int mode)</CODE> <BR> Sets the text rendering/placement to be either SCREEN (direct to the screen, exact coordinates, only use the font's original size) or MODEL (the default, where text is manipulated by translate() and can have a textSize).</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textSize(float)">textSize</A></B>(float size)</CODE> <BR> Sets the text size, also resets the value for the leading.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#texture(processing.core.PImage)">texture</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image)</CODE> <BR> Set texture image for current shape.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textureMode(int)">textureMode</A></B>(int mode)</CODE> <BR> Set texture mode to either to use coordinates based on the IMAGE (more intuitive for new users) or NORMALIZED (better for advanced chaps)</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textWidth(char)">textWidth</A></B>(char c)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> float</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#textWidth(java.lang.String)">textWidth</A></B>(java.lang.String str)</CODE> <BR> Return the width of a line of text.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(float)">tint</A></B>(float gray)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(float, float)">tint</A></B>(float gray, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(float, float, float)">tint</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(float, float, float, float)">tint</A></B>(float x, float y, float z, float a)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(int)">tint</A></B>(int rgb)</CODE> <BR> Set the tint to either a grayscale or ARGB value.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#tint(int, float)">tint</A></B>(int rgb, float alpha)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#translate(float, float)">translate</A></B>(float tx, float ty)</CODE> <BR> Translate in X and Y.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#translate(float, float, float)">translate</A></B>(float tx, float ty, float tz)</CODE> <BR> Translate in X, Y, and Z.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#triangle(float, float, float, float, float, float)">triangle</A></B>(float x1, float y1, float x2, float y2, float x3, float y3)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#vertex(float[])">vertex</A></B>(float[] v)</CODE> <BR> Used by renderer subclasses or PShape to efficiently pass in already formatted vertex information.</TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#vertex(float, float)">vertex</A></B>(float x, float y)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#vertex(float, float, float)">vertex</A></B>(float x, float y, float z)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#vertex(float, float, float, float)">vertex</A></B>(float x, float y, float u, float v)</CODE> <BR> </TD> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> <CODE> void</CODE></FONT></TD> <TD><CODE><B><A HREF="../../processing/core/PGraphics.html#vertex(float, float, float, float, float)">vertex</A></B>(float x, float y, float z, float u, float v)</CODE> <BR> </TD> </TR> </TABLE> <A NAME="methods_inherited_from_class_processing.core.PImage"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> <TH ALIGN="left"><B>Methods inherited from class processing.core.<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></B></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD><CODE><A HREF="../../processing/core/PImage.html#blend(int, int, int, int, int, int, int, int, int)">blend</A>, <A HREF="../../processing/core/PImage.html#blend(processing.core.PImage, int, int, int, int, int, int, int, int, int)">blend</A>, <A HREF="../../processing/core/PImage.html#blendColor(int, int, int)">blendColor</A>, <A HREF="../../processing/core/PImage.html#clone()">clone</A>, <A HREF="../../processing/core/PImage.html#copy(int, int, int, int, int, int, int, int)">copy</A>, <A HREF="../../processing/core/PImage.html#copy(processing.core.PImage, int, int, int, int, int, int, int, int)">copy</A>, <A HREF="../../processing/core/PImage.html#filter(int)">filter</A>, <A HREF="../../processing/core/PImage.html#filter(int, float)">filter</A>, <A HREF="../../processing/core/PImage.html#get()">get</A>, <A HREF="../../processing/core/PImage.html#get(int, int)">get</A>, <A HREF="../../processing/core/PImage.html#get(int, int, int, int)">get</A>, <A HREF="../../processing/core/PImage.html#getCache(java.lang.Object)">getCache</A>, <A HREF="../../processing/core/PImage.html#getImage()">getImage</A>, <A HREF="../../processing/core/PImage.html#init(int, int, int)">init</A>, <A HREF="../../processing/core/PImage.html#isModified()">isModified</A>, <A HREF="../../processing/core/PImage.html#loadPixels()">loadPixels</A>, <A HREF="../../processing/core/PImage.html#mask(int[])">mask</A>, <A HREF="../../processing/core/PImage.html#mask(processing.core.PImage)">mask</A>, <A HREF="../../processing/core/PImage.html#removeCache(java.lang.Object)">removeCache</A>, <A HREF="../../processing/core/PImage.html#resize(int, int)">resize</A>, <A HREF="../../processing/core/PImage.html#save(java.lang.String)">save</A>, <A HREF="../../processing/core/PImage.html#set(int, int, int)">set</A>, <A HREF="../../processing/core/PImage.html#set(int, int, processing.core.PImage)">set</A>, <A HREF="../../processing/core/PImage.html#setCache(java.lang.Object, java.lang.Object)">setCache</A>, <A HREF="../../processing/core/PImage.html#setModified()">setModified</A>, <A HREF="../../processing/core/PImage.html#setModified(boolean)">setModified</A>, <A HREF="../../processing/core/PImage.html#updatePixels()">updatePixels</A>, <A HREF="../../processing/core/PImage.html#updatePixels(int, int, int, int)">updatePixels</A></CODE></TD> </TR> </TABLE> <A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> <TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH> </TR> <TR BGCOLOR="white" CLASS="TableRowColor"> <TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD> </TR> </TABLE> <P> <!-- ============ FIELD DETAIL =========== --> <A NAME="field_detail"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> <B>Field Detail</B></FONT></TH> </TR> </TABLE> <A NAME="pixelCount"><!-- --></A><H3> pixelCount</H3> <PRE> public int <B>pixelCount</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="smooth"><!-- --></A><H3> smooth</H3> <PRE> public boolean <B>smooth</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="colorMode"><!-- --></A><H3> colorMode</H3> <PRE> public int <B>colorMode</B></PRE> <DL> <DD>The current colorMode <P> <DL> </DL> </DL> <HR> <A NAME="colorModeX"><!-- --></A><H3> colorModeX</H3> <PRE> public float <B>colorModeX</B></PRE> <DL> <DD>Max value for red (or hue) set by colorMode <P> <DL> </DL> </DL> <HR> <A NAME="colorModeY"><!-- --></A><H3> colorModeY</H3> <PRE> public float <B>colorModeY</B></PRE> <DL> <DD>Max value for green (or saturation) set by colorMode <P> <DL> </DL> </DL> <HR> <A NAME="colorModeZ"><!-- --></A><H3> colorModeZ</H3> <PRE> public float <B>colorModeZ</B></PRE> <DL> <DD>Max value for blue (or value) set by colorMode <P> <DL> </DL> </DL> <HR> <A NAME="colorModeA"><!-- --></A><H3> colorModeA</H3> <PRE> public float <B>colorModeA</B></PRE> <DL> <DD>Max value for alpha set by colorMode <P> <DL> </DL> </DL> <HR> <A NAME="tint"><!-- --></A><H3> tint</H3> <PRE> public boolean <B>tint</B></PRE> <DL> <DD>True if tint() is enabled (read-only). Using tint/tintColor seems a better option for naming than tintEnabled/tint because the latter seems ugly, even though g.tint as the actual color seems a little more intuitive, it's just that g.tintEnabled is even more unintuitive. Same goes for fill and stroke, et al. <P> <DL> </DL> </DL> <HR> <A NAME="tintColor"><!-- --></A><H3> tintColor</H3> <PRE> public int <B>tintColor</B></PRE> <DL> <DD>tint that was last set (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="fill"><!-- --></A><H3> fill</H3> <PRE> public boolean <B>fill</B></PRE> <DL> <DD>true if fill() is enabled, (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="fillColor"><!-- --></A><H3> fillColor</H3> <PRE> public int <B>fillColor</B></PRE> <DL> <DD>fill that was last set (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="stroke"><!-- --></A><H3> stroke</H3> <PRE> public boolean <B>stroke</B></PRE> <DL> <DD>true if stroke() is enabled, (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="strokeColor"><!-- --></A><H3> strokeColor</H3> <PRE> public int <B>strokeColor</B></PRE> <DL> <DD>stroke that was last set (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="strokeWeight"><!-- --></A><H3> strokeWeight</H3> <PRE> public float <B>strokeWeight</B></PRE> <DL> <DD>Last value set by strokeWeight() (read-only). This has a default setting, rather than fighting with renderers about whether that renderer supports thick lines. <P> <DL> </DL> </DL> <HR> <A NAME="strokeJoin"><!-- --></A><H3> strokeJoin</H3> <PRE> public int <B>strokeJoin</B></PRE> <DL> <DD>Set by strokeJoin() (read-only). This has a default setting so that strokeJoin() need not be called by defaults, because subclasses may not implement it (i.e. PGraphicsGL) <P> <DL> </DL> </DL> <HR> <A NAME="strokeCap"><!-- --></A><H3> strokeCap</H3> <PRE> public int <B>strokeCap</B></PRE> <DL> <DD>Set by strokeCap() (read-only). This has a default setting so that strokeCap() need not be called by defaults, because subclasses may not implement it (i.e. PGraphicsGL) <P> <DL> </DL> </DL> <HR> <A NAME="rectMode"><!-- --></A><H3> rectMode</H3> <PRE> public int <B>rectMode</B></PRE> <DL> <DD>The current rect mode (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="ellipseMode"><!-- --></A><H3> ellipseMode</H3> <PRE> public int <B>ellipseMode</B></PRE> <DL> <DD>The current ellipse mode (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="shapeMode"><!-- --></A><H3> shapeMode</H3> <PRE> public int <B>shapeMode</B></PRE> <DL> <DD>The current shape alignment mode (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="imageMode"><!-- --></A><H3> imageMode</H3> <PRE> public int <B>imageMode</B></PRE> <DL> <DD>The current image alignment (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textFont"><!-- --></A><H3> textFont</H3> <PRE> public <A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A> <B>textFont</B></PRE> <DL> <DD>The current text font (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textAlign"><!-- --></A><H3> textAlign</H3> <PRE> public int <B>textAlign</B></PRE> <DL> <DD>The current text align (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textAlignY"><!-- --></A><H3> textAlignY</H3> <PRE> public int <B>textAlignY</B></PRE> <DL> <DD>The current vertical text alignment (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textMode"><!-- --></A><H3> textMode</H3> <PRE> public int <B>textMode</B></PRE> <DL> <DD>The current text mode (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textSize"><!-- --></A><H3> textSize</H3> <PRE> public float <B>textSize</B></PRE> <DL> <DD>The current text size (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="textLeading"><!-- --></A><H3> textLeading</H3> <PRE> public float <B>textLeading</B></PRE> <DL> <DD>The current text leading (read-only) <P> <DL> </DL> </DL> <HR> <A NAME="ambientR"><!-- --></A><H3> ambientR</H3> <PRE> public float <B>ambientR</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="ambientG"><!-- --></A><H3> ambientG</H3> <PRE> public float <B>ambientG</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="ambientB"><!-- --></A><H3> ambientB</H3> <PRE> public float <B>ambientB</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="specularR"><!-- --></A><H3> specularR</H3> <PRE> public float <B>specularR</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="specularG"><!-- --></A><H3> specularG</H3> <PRE> public float <B>specularG</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="specularB"><!-- --></A><H3> specularB</H3> <PRE> public float <B>specularB</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="emissiveR"><!-- --></A><H3> emissiveR</H3> <PRE> public float <B>emissiveR</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="emissiveG"><!-- --></A><H3> emissiveG</H3> <PRE> public float <B>emissiveG</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="emissiveB"><!-- --></A><H3> emissiveB</H3> <PRE> public float <B>emissiveB</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="shininess"><!-- --></A><H3> shininess</H3> <PRE> public float <B>shininess</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="backgroundColor"><!-- --></A><H3> backgroundColor</H3> <PRE> public int <B>backgroundColor</B></PRE> <DL> <DD>Last background color that was set, zero if an image <P> <DL> </DL> </DL> <HR> <A NAME="image"><!-- --></A><H3> image</H3> <PRE> public java.awt.Image <B>image</B></PRE> <DL> <DD>Java AWT Image object associated with this renderer. For P2D and P3D, this will be associated with their MemoryImageSource. For PGraphicsJava2D, it will be the offscreen drawing buffer. <P> <DL> </DL> </DL> <HR> <A NAME="bezierDetail"><!-- --></A><H3> bezierDetail</H3> <PRE> public int <B>bezierDetail</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="curveTightness"><!-- --></A><H3> curveTightness</H3> <PRE> public float <B>curveTightness</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="edge"><!-- --></A><H3> edge</H3> <PRE> public boolean <B>edge</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="normalX"><!-- --></A><H3> normalX</H3> <PRE> public float <B>normalX</B></PRE> <DL> <DD>Current normal vector. <P> <DL> </DL> </DL> <HR> <A NAME="normalY"><!-- --></A><H3> normalY</H3> <PRE> public float <B>normalY</B></PRE> <DL> <DD>Current normal vector. <P> <DL> </DL> </DL> <HR> <A NAME="normalZ"><!-- --></A><H3> normalZ</H3> <PRE> public float <B>normalZ</B></PRE> <DL> <DD>Current normal vector. <P> <DL> </DL> </DL> <HR> <A NAME="textureMode"><!-- --></A><H3> textureMode</H3> <PRE> public int <B>textureMode</B></PRE> <DL> <DD>Sets whether texture coordinates passed to vertex() calls will be based on coordinates that are based on the IMAGE or NORMALIZED. <P> <DL> </DL> </DL> <HR> <A NAME="textureU"><!-- --></A><H3> textureU</H3> <PRE> public float <B>textureU</B></PRE> <DL> <DD>Current horizontal coordinate for texture, will always be between 0 and 1, even if using textureMode(IMAGE). <P> <DL> </DL> </DL> <HR> <A NAME="textureV"><!-- --></A><H3> textureV</H3> <PRE> public float <B>textureV</B></PRE> <DL> <DD>Current vertical coordinate for texture, see above. <P> <DL> </DL> </DL> <HR> <A NAME="textureImage"><!-- --></A><H3> textureImage</H3> <PRE> public <A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> <B>textureImage</B></PRE> <DL> <DD>Current image being used as a texture <P> <DL> </DL> </DL> <HR> <A NAME="sphereDetailU"><!-- --></A><H3> sphereDetailU</H3> <PRE> public int <B>sphereDetailU</B></PRE> <DL> <DL> </DL> </DL> <HR> <A NAME="sphereDetailV"><!-- --></A><H3> sphereDetailV</H3> <PRE> public int <B>sphereDetailV</B></PRE> <DL> <DL> </DL> </DL> <!-- ========= CONSTRUCTOR DETAIL ======== --> <A NAME="constructor_detail"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> <B>Constructor Detail</B></FONT></TH> </TR> </TABLE> <A NAME="PGraphics()"><!-- --></A><H3> PGraphics</H3> <PRE> public <B>PGraphics</B>()</PRE> <DL> <DD>Constructor for the PGraphics object. Use this to ensure that the defaults get set properly. In a subclass, use this(w, h) as the first line of a subclass' constructor to properly set the internal fields and defaults. <P> </DL> <!-- ============ METHOD DETAIL ========== --> <A NAME="method_detail"><!-- --></A> <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> <B>Method Detail</B></FONT></TH> </TR> </TABLE> <A NAME="setParent(processing.core.PApplet)"><!-- --></A><H3> setParent</H3> <PRE> public void <B>setParent</B>(<A HREF="../../processing/core/PApplet.html" title="class in processing.core">PApplet</A> parent)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setPrimary(boolean)"><!-- --></A><H3> setPrimary</H3> <PRE> public void <B>setPrimary</B>(boolean primary)</PRE> <DL> <DD>Set (or unset) this as the main drawing surface. Meaning that it can safely be set to opaque (and given a default gray background), or anything else that goes along with that. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setPath(java.lang.String)"><!-- --></A><H3> setPath</H3> <PRE> public void <B>setPath</B>(java.lang.String path)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setSize(int, int)"><!-- --></A><H3> setSize</H3> <PRE> public void <B>setSize</B>(int w, int h)</PRE> <DL> <DD>The final step in setting up a renderer, set its size of this renderer. This was formerly handled by the constructor, but instead it's been broken out so that setParent/setPrimary/setPath can be handled differently. Important that this is ignored by preproc.pl because otherwise it will override setSize() in PApplet/Applet/Component, which will 1) not call super.setSize(), and 2) will cause the renderer to be resized from the event thread (EDT), causing a nasty crash as it collides with the animation thread. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="dispose()"><!-- --></A><H3> dispose</H3> <PRE> public void <B>dispose</B>()</PRE> <DL> <DD>Handle any takedown for this graphics context. <p> This is called when a sketch is shut down and this renderer was specified using the size() command, or inside endRecord() and endRaw(), in order to shut things off. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="canDraw()"><!-- --></A><H3> canDraw</H3> <PRE> public boolean <B>canDraw</B>()</PRE> <DL> <DD>Some renderers have requirements re: when they are ready to draw. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="beginDraw()"><!-- --></A><H3> beginDraw</H3> <PRE> public void <B>beginDraw</B>()</PRE> <DL> <DD>Prepares the PGraphics for drawing. <p/> When creating your own PGraphics, you should call this before drawing anything. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="endDraw()"><!-- --></A><H3> endDraw</H3> <PRE> public void <B>endDraw</B>()</PRE> <DL> <DD>This will finalize rendering so that it can be shown on-screen. <p/> When creating your own PGraphics, you should call this when you're finished drawing. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="flush()"><!-- --></A><H3> flush</H3> <PRE> public void <B>flush</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="hint(int)"><!-- --></A><H3> hint</H3> <PRE> public void <B>hint</B>(int which)</PRE> <DL> <DD>Enable a hint option. <P> For the most part, hints are temporary api quirks, for which a proper api hasn't been properly worked out. for instance SMOOTH_IMAGES existed because smooth() wasn't yet implemented, but it will soon go away. <P> They also exist for obscure features in the graphics engine, like enabling/disabling single pixel lines that ignore the zbuffer, the way they do in alphabot. <P> Current hint options: <UL> <LI><TT>DISABLE_DEPTH_TEST</TT> - turns off the z-buffer in the P3D or OPENGL renderers. </UL> <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="beginShape()"><!-- --></A><H3> beginShape</H3> <PRE> public void <B>beginShape</B>()</PRE> <DL> <DD>Start a new shape of type POLYGON <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="beginShape(int)"><!-- --></A><H3> beginShape</H3> <PRE> public void <B>beginShape</B>(int kind)</PRE> <DL> <DD>Start a new shape. <P> <B>Differences between beginShape() and line() and point() methods.</B> <P> beginShape() is intended to be more flexible at the expense of being a little more complicated to use. it handles more complicated shapes that can consist of many connected lines (so you get joins) or lines mixed with curves. <P> The line() and point() command are for the far more common cases (particularly for our audience) that simply need to draw a line or a point on the screen. <P> From the code side of things, line() may or may not call beginShape() to do the drawing. In the beta code, they do, but in the alpha code, they did not. they might be implemented one way or the other depending on tradeoffs of runtime efficiency vs. implementation efficiency &mdash meaning the speed that things run at vs. the speed it takes me to write the code and maintain it. for beta, the latter is most important so that's how things are implemented. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="edge(boolean)"><!-- --></A><H3> edge</H3> <PRE> public void <B>edge</B>(boolean edge)</PRE> <DL> <DD>Sets whether the upcoming vertex is part of an edge. Equivalent to glEdgeFlag(), for people familiar with OpenGL. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="normal(float, float, float)"><!-- --></A><H3> normal</H3> <PRE> public void <B>normal</B>(float nx, float ny, float nz)</PRE> <DL> <DD>Sets the current normal vector. Only applies with 3D rendering and inside a beginShape/endShape block. <P/> This is for drawing three dimensional shapes and surfaces, allowing you to specify a vector perpendicular to the surface of the shape, which determines how lighting affects it. <P/> For the most part, PGraphics3D will attempt to automatically assign normals to shapes, but since that's imperfect, this is a better option when you want more control. <P/> For people familiar with OpenGL, this function is basically identical to glNormal3f(). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textureMode(int)"><!-- --></A><H3> textureMode</H3> <PRE> public void <B>textureMode</B>(int mode)</PRE> <DL> <DD>Set texture mode to either to use coordinates based on the IMAGE (more intuitive for new users) or NORMALIZED (better for advanced chaps) <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="texture(processing.core.PImage)"><!-- --></A><H3> texture</H3> <PRE> public void <B>texture</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image)</PRE> <DL> <DD>Set texture image for current shape. Needs to be called between @see beginShape and @see endShape <P> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>image</CODE> - reference to a PImage object</DL> </DD> </DL> <HR> <A NAME="vertex(float, float)"><!-- --></A><H3> vertex</H3> <PRE> public void <B>vertex</B>(float x, float y)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="vertex(float, float, float)"><!-- --></A><H3> vertex</H3> <PRE> public void <B>vertex</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="vertex(float[])"><!-- --></A><H3> vertex</H3> <PRE> public void <B>vertex</B>(float[] v)</PRE> <DL> <DD>Used by renderer subclasses or PShape to efficiently pass in already formatted vertex information. <P> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>v</CODE> - vertex parameters, as a float array of length VERTEX_FIELD_COUNT</DL> </DD> </DL> <HR> <A NAME="vertex(float, float, float, float)"><!-- --></A><H3> vertex</H3> <PRE> public void <B>vertex</B>(float x, float y, float u, float v)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="vertex(float, float, float, float, float)"><!-- --></A><H3> vertex</H3> <PRE> public void <B>vertex</B>(float x, float y, float z, float u, float v)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="breakShape()"><!-- --></A><H3> breakShape</H3> <PRE> public void <B>breakShape</B>()</PRE> <DL> <DD>This feature is in testing, do not use or rely upon its implementation <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="endShape()"><!-- --></A><H3> endShape</H3> <PRE> public void <B>endShape</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="endShape(int)"><!-- --></A><H3> endShape</H3> <PRE> public void <B>endShape</B>(int mode)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezierVertex(float, float, float, float, float, float)"><!-- --></A><H3> bezierVertex</H3> <PRE> public void <B>bezierVertex</B>(float x2, float y2, float x3, float y3, float x4, float y4)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezierVertex(float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> bezierVertex</H3> <PRE> public void <B>bezierVertex</B>(float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curveVertex(float, float)"><!-- --></A><H3> curveVertex</H3> <PRE> public void <B>curveVertex</B>(float x, float y)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curveVertex(float, float, float)"><!-- --></A><H3> curveVertex</H3> <PRE> public void <B>curveVertex</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="point(float, float)"><!-- --></A><H3> point</H3> <PRE> public void <B>point</B>(float x, float y)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="point(float, float, float)"><!-- --></A><H3> point</H3> <PRE> public void <B>point</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="line(float, float, float, float)"><!-- --></A><H3> line</H3> <PRE> public void <B>line</B>(float x1, float y1, float x2, float y2)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="line(float, float, float, float, float, float)"><!-- --></A><H3> line</H3> <PRE> public void <B>line</B>(float x1, float y1, float z1, float x2, float y2, float z2)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="triangle(float, float, float, float, float, float)"><!-- --></A><H3> triangle</H3> <PRE> public void <B>triangle</B>(float x1, float y1, float x2, float y2, float x3, float y3)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="quad(float, float, float, float, float, float, float, float)"><!-- --></A><H3> quad</H3> <PRE> public void <B>quad</B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rectMode(int)"><!-- --></A><H3> rectMode</H3> <PRE> public void <B>rectMode</B>(int mode)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rect(float, float, float, float)"><!-- --></A><H3> rect</H3> <PRE> public void <B>rect</B>(float a, float b, float c, float d)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ellipseMode(int)"><!-- --></A><H3> ellipseMode</H3> <PRE> public void <B>ellipseMode</B>(int mode)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ellipse(float, float, float, float)"><!-- --></A><H3> ellipse</H3> <PRE> public void <B>ellipse</B>(float a, float b, float c, float d)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="arc(float, float, float, float, float, float)"><!-- --></A><H3> arc</H3> <PRE> public void <B>arc</B>(float a, float b, float c, float d, float start, float stop)</PRE> <DL> <DD>Identical parameters and placement to ellipse, but draws only an arc of that ellipse. <p/> start and stop are always radians because angleMode() was goofy. ellipseMode() sets the placement. <p/> also tries to be smart about start < stop. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="box(float)"><!-- --></A><H3> box</H3> <PRE> public void <B>box</B>(float size)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="box(float, float, float)"><!-- --></A><H3> box</H3> <PRE> public void <B>box</B>(float w, float h, float d)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="sphereDetail(int)"><!-- --></A><H3> sphereDetail</H3> <PRE> public void <B>sphereDetail</B>(int res)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="sphereDetail(int, int)"><!-- --></A><H3> sphereDetail</H3> <PRE> public void <B>sphereDetail</B>(int ures, int vres)</PRE> <DL> <DD>Set the detail level for approximating a sphere. The ures and vres params control the horizontal and vertical resolution. Code for sphereDetail() submitted by toxi [031031]. Code for enhanced u/v version from davbol [080801]. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="sphere(float)"><!-- --></A><H3> sphere</H3> <PRE> public void <B>sphere</B>(float r)</PRE> <DL> <DD>Draw a sphere with radius r centered at coordinate 0, 0, 0. <P> Implementation notes: <P> cache all the points of the sphere in a static array top and bottom are just a bunch of triangles that land in the center point <P> sphere is a series of concentric circles who radii vary along the shape, based on, er.. cos or something <PRE> [toxi 031031] new sphere code. removed all multiplies with radius, as scale() will take care of that anyway [toxi 031223] updated sphere code (removed modulos) and introduced sphereAt(x,y,z,r) to avoid additional translate()'s on the user/sketch side [davbol 080801] now using separate sphereDetailU/V </PRE> <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezierPoint(float, float, float, float, float)"><!-- --></A><H3> bezierPoint</H3> <PRE> public float <B>bezierPoint</B>(float a, float b, float c, float d, float t)</PRE> <DL> <DD>Evalutes quadratic bezier at point t for points a, b, c, d. t varies between 0 and 1, and a and d are the on curve points, b and c are the control points. this can be done once with the x coordinates and a second time with the y coordinates to get the location of a bezier curve at t. <P> For instance, to convert the following example:<PRE> stroke(255, 102, 0); line(85, 20, 10, 10); line(90, 90, 15, 80); stroke(0, 0, 0); bezier(85, 20, 10, 10, 90, 90, 15, 80); // draw it in gray, using 10 steps instead of the default 20 // this is a slower way to do it, but useful if you need // to do things with the coordinates at each step stroke(128); beginShape(LINE_STRIP); for (int i = 0; i <= 10; i++) { float t = i / 10.0f; float x = bezierPoint(85, 10, 90, 15, t); float y = bezierPoint(20, 10, 90, 80, t); vertex(x, y); } endShape();</PRE> <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezierTangent(float, float, float, float, float)"><!-- --></A><H3> bezierTangent</H3> <PRE> public float <B>bezierTangent</B>(float a, float b, float c, float d, float t)</PRE> <DL> <DD>Provide the tangent at the given point on the bezier curve. Fix from davbol for 0136. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezierDetail(int)"><!-- --></A><H3> bezierDetail</H3> <PRE> public void <B>bezierDetail</B>(int detail)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezier(float, float, float, float, float, float, float, float)"><!-- --></A><H3> bezier</H3> <PRE> public void <B>bezier</B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</PRE> <DL> <DD>Draw a cubic bezier curve. The first and last points are the on-curve points. The middle two are the 'control' points, or 'handles' in an application like Illustrator. <P> Identical to typing: <PRE>beginShape(); vertex(x1, y1); bezierVertex(x2, y2, x3, y3, x4, y4); endShape(); </PRE> In Postscript-speak, this would be: <PRE>moveto(x1, y1); curveto(x2, y2, x3, y3, x4, y4);</PRE> If you were to try and continue that curve like so: <PRE>curveto(x5, y5, x6, y6, x7, y7);</PRE> This would be done in processing by adding these statements: <PRE>bezierVertex(x5, y5, x6, y6, x7, y7) </PRE> To draw a quadratic (instead of cubic) curve, use the control point twice by doubling it: <PRE>bezier(x1, y1, cx, cy, cx, cy, x2, y2);</PRE> <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="bezier(float, float, float, float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> bezier</H3> <PRE> public void <B>bezier</B>(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curvePoint(float, float, float, float, float)"><!-- --></A><H3> curvePoint</H3> <PRE> public float <B>curvePoint</B>(float a, float b, float c, float d, float t)</PRE> <DL> <DD>Get a location along a catmull-rom curve segment. <P> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>t</CODE> - Value between zero and one for how far along the segment</DL> </DD> </DL> <HR> <A NAME="curveTangent(float, float, float, float, float)"><!-- --></A><H3> curveTangent</H3> <PRE> public float <B>curveTangent</B>(float a, float b, float c, float d, float t)</PRE> <DL> <DD>Calculate the tangent at a t value (0..1) on a Catmull-Rom curve. Code thanks to Dave Bollinger (Bug #715) <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curveDetail(int)"><!-- --></A><H3> curveDetail</H3> <PRE> public void <B>curveDetail</B>(int detail)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curveTightness(float)"><!-- --></A><H3> curveTightness</H3> <PRE> public void <B>curveTightness</B>(float tightness)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curve(float, float, float, float, float, float, float, float)"><!-- --></A><H3> curve</H3> <PRE> public void <B>curve</B>(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)</PRE> <DL> <DD>Draws a segment of Catmull-Rom curve. <P> As of 0070, this function no longer doubles the first and last points. The curves are a bit more boring, but it's more mathematically correct, and properly mirrored in curvePoint(). <P> Identical to typing out:<PRE> beginShape(); curveVertex(x1, y1); curveVertex(x2, y2); curveVertex(x3, y3); curveVertex(x4, y4); endShape(); </PRE> <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="curve(float, float, float, float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> curve</H3> <PRE> public void <B>curve</B>(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="smooth()"><!-- --></A><H3> smooth</H3> <PRE> public void <B>smooth</B>()</PRE> <DL> <DD>If true in PImage, use bilinear interpolation for copy() operations. When inherited by PGraphics, also controls shapes. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="noSmooth()"><!-- --></A><H3> noSmooth</H3> <PRE> public void <B>noSmooth</B>()</PRE> <DL> <DD>Disable smoothing. See smooth(). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="imageMode(int)"><!-- --></A><H3> imageMode</H3> <PRE> public void <B>imageMode</B>(int mode)</PRE> <DL> <DD>The mode can only be set to CORNERS, CORNER, and CENTER. <p/> Support for CENTER was added in release 0146. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="image(processing.core.PImage, float, float)"><!-- --></A><H3> image</H3> <PRE> public void <B>image</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float x, float y)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="image(processing.core.PImage, float, float, float, float)"><!-- --></A><H3> image</H3> <PRE> public void <B>image</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float x, float y, float c, float d)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="image(processing.core.PImage, float, float, float, float, int, int, int, int)"><!-- --></A><H3> image</H3> <PRE> public void <B>image</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image, float a, float b, float c, float d, int u1, int v1, int u2, int v2)</PRE> <DL> <DD>Draw an image(), also specifying u/v coordinates. In this method, the u, v coordinates are always based on image space location, regardless of the current textureMode(). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="shapeMode(int)"><!-- --></A><H3> shapeMode</H3> <PRE> public void <B>shapeMode</B>(int mode)</PRE> <DL> <DD>Set the orientation for the shape() command (like imageMode() or rectMode()). <P> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>mode</CODE> - Either CORNER, CORNERS, or CENTER.</DL> </DD> </DL> <HR> <A NAME="shape(processing.core.PShape)"><!-- --></A><H3> shape</H3> <PRE> public void <B>shape</B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="shape(processing.core.PShape, float, float)"><!-- --></A><H3> shape</H3> <PRE> public void <B>shape</B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape, float x, float y)</PRE> <DL> <DD>Convenience method to draw at a particular location. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="shape(processing.core.PShape, float, float, float, float)"><!-- --></A><H3> shape</H3> <PRE> public void <B>shape</B>(<A HREF="../../processing/core/PShape.html" title="class in processing.core">PShape</A> shape, float x, float y, float c, float d)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textAlign(int)"><!-- --></A><H3> textAlign</H3> <PRE> public void <B>textAlign</B>(int align)</PRE> <DL> <DD>Sets the alignment of the text to one of LEFT, CENTER, or RIGHT. This will also reset the vertical text alignment to BASELINE. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textAlign(int, int)"><!-- --></A><H3> textAlign</H3> <PRE> public void <B>textAlign</B>(int alignX, int alignY)</PRE> <DL> <DD>Sets the horizontal and vertical alignment of the text. The horizontal alignment can be one of LEFT, CENTER, or RIGHT. The vertical alignment can be TOP, BOTTOM, CENTER, or the BASELINE (the default). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textAscent()"><!-- --></A><H3> textAscent</H3> <PRE> public float <B>textAscent</B>()</PRE> <DL> <DD>Returns the ascent of the current font at the current size. This is a method, rather than a variable inside the PGraphics object because it requires calculation. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textDescent()"><!-- --></A><H3> textDescent</H3> <PRE> public float <B>textDescent</B>()</PRE> <DL> <DD>Returns the descent of the current font at the current size. This is a method, rather than a variable inside the PGraphics object because it requires calculation. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textFont(processing.core.PFont)"><!-- --></A><H3> textFont</H3> <PRE> public void <B>textFont</B>(<A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A> which)</PRE> <DL> <DD>Sets the current font. The font's size will be the "natural" size of this font (the size that was set when using "Create Font"). The leading will also be reset. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textFont(processing.core.PFont, float)"><!-- --></A><H3> textFont</H3> <PRE> public void <B>textFont</B>(<A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A> which, float size)</PRE> <DL> <DD>Useful function to set the font and size at the same time. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textLeading(float)"><!-- --></A><H3> textLeading</H3> <PRE> public void <B>textLeading</B>(float leading)</PRE> <DL> <DD>Set the text leading to a specific value. If using a custom value for the text leading, you'll have to call textLeading() again after any calls to textSize(). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textMode(int)"><!-- --></A><H3> textMode</H3> <PRE> public void <B>textMode</B>(int mode)</PRE> <DL> <DD>Sets the text rendering/placement to be either SCREEN (direct to the screen, exact coordinates, only use the font's original size) or MODEL (the default, where text is manipulated by translate() and can have a textSize). The text size cannot be set when using textMode(SCREEN), because it uses the pixels directly from the font. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textSize(float)"><!-- --></A><H3> textSize</H3> <PRE> public void <B>textSize</B>(float size)</PRE> <DL> <DD>Sets the text size, also resets the value for the leading. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textWidth(char)"><!-- --></A><H3> textWidth</H3> <PRE> public float <B>textWidth</B>(char c)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="textWidth(java.lang.String)"><!-- --></A><H3> textWidth</H3> <PRE> public float <B>textWidth</B>(java.lang.String str)</PRE> <DL> <DD>Return the width of a line of text. If the text has multiple lines, this returns the length of the longest line. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(char)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(char c)</PRE> <DL> <DD>Write text where we just left off. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(char, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(char c, float x, float y)</PRE> <DL> <DD>Draw a single character on screen. Extremely slow when used with textMode(SCREEN) and Java 2D, because loadPixels has to be called first and updatePixels last. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(char, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(char c, float x, float y, float z)</PRE> <DL> <DD>Draw a single character on screen (with a z coordinate) <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(java.lang.String)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(java.lang.String str)</PRE> <DL> <DD>Write text where we just left off. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(java.lang.String, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(java.lang.String str, float x, float y)</PRE> <DL> <DD>Draw a chunk of text. Newlines that are \n (Unix newline or linefeed char, ascii 10) are honored, but \r (carriage return, Windows and Mac OS) are ignored. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(char[], int, int, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(char[] chars, int start, int stop, float x, float y)</PRE> <DL> <DD>Method to draw text from an array of chars. This method will usually be more efficient than drawing from a String object, because the String will not be converted to a char array before drawing. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(java.lang.String, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(java.lang.String str, float x, float y, float z)</PRE> <DL> <DD>Same as above but with a z coordinate. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(char[], int, int, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(char[] chars, int start, int stop, float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(java.lang.String, float, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(java.lang.String str, float x1, float y1, float x2, float y2)</PRE> <DL> <DD>Draw text in a box that is constrained to a particular size. The current rectMode() determines what the coordinates mean (whether x1/y1/x2/y2 or x/y/w/h). <P/> Note that the x,y coords of the start of the box will align with the *ascent* of the text, not the baseline, as is the case for the other text() functions. <P/> Newlines that are \n (Unix newline or linefeed char, ascii 10) are honored, and \r (carriage return, Windows and Mac OS) are ignored. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(java.lang.String, float, float, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(java.lang.String s, float x1, float y1, float x2, float y2, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(int, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(int num, float x, float y)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(int, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(int num, float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(float num, float x, float y)</PRE> <DL> <DD>This does a basic number formatting, to avoid the generally ugly appearance of printing floats. Users who want more control should use their own nf() cmmand, or if they want the long, ugly version of float, use String.valueOf() to convert the float to a String first. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="text(float, float, float, float)"><!-- --></A><H3> text</H3> <PRE> public void <B>text</B>(float num, float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="pushMatrix()"><!-- --></A><H3> pushMatrix</H3> <PRE> public void <B>pushMatrix</B>()</PRE> <DL> <DD>Push a copy of the current transformation matrix onto the stack. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="popMatrix()"><!-- --></A><H3> popMatrix</H3> <PRE> public void <B>popMatrix</B>()</PRE> <DL> <DD>Replace the current transformation matrix with the top of the stack. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="translate(float, float)"><!-- --></A><H3> translate</H3> <PRE> public void <B>translate</B>(float tx, float ty)</PRE> <DL> <DD>Translate in X and Y. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="translate(float, float, float)"><!-- --></A><H3> translate</H3> <PRE> public void <B>translate</B>(float tx, float ty, float tz)</PRE> <DL> <DD>Translate in X, Y, and Z. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rotate(float)"><!-- --></A><H3> rotate</H3> <PRE> public void <B>rotate</B>(float angle)</PRE> <DL> <DD>Two dimensional rotation. Same as rotateZ (this is identical to a 3D rotation along the z-axis) but included for clarity. It'd be weird for people drawing 2D graphics to be using rotateZ. And they might kick our a-- for the confusion. <A HREF="http://www.xkcd.com/c184.html">Additional background</A>. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rotateX(float)"><!-- --></A><H3> rotateX</H3> <PRE> public void <B>rotateX</B>(float angle)</PRE> <DL> <DD>Rotate around the X axis. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rotateY(float)"><!-- --></A><H3> rotateY</H3> <PRE> public void <B>rotateY</B>(float angle)</PRE> <DL> <DD>Rotate around the Y axis. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rotateZ(float)"><!-- --></A><H3> rotateZ</H3> <PRE> public void <B>rotateZ</B>(float angle)</PRE> <DL> <DD>Rotate around the Z axis. The functions rotate() and rotateZ() are identical, it's just that it make sense to have rotate() and then rotateX() and rotateY() when using 3D; nor does it make sense to use a function called rotateZ() if you're only doing things in 2D. so we just decided to have them both be the same. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="rotate(float, float, float, float)"><!-- --></A><H3> rotate</H3> <PRE> public void <B>rotate</B>(float angle, float vx, float vy, float vz)</PRE> <DL> <DD>Rotate about a vector in space. Same as the glRotatef() function. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="scale(float)"><!-- --></A><H3> scale</H3> <PRE> public void <B>scale</B>(float s)</PRE> <DL> <DD>Scale in all dimensions. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="scale(float, float)"><!-- --></A><H3> scale</H3> <PRE> public void <B>scale</B>(float sx, float sy)</PRE> <DL> <DD>Scale in X and Y. Equivalent to scale(sx, sy, 1). Not recommended for use in 3D, because the z-dimension is just scaled by 1, since there's no way to know what else to scale it by. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="scale(float, float, float)"><!-- --></A><H3> scale</H3> <PRE> public void <B>scale</B>(float x, float y, float z)</PRE> <DL> <DD>Scale in X, Y, and Z. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="resetMatrix()"><!-- --></A><H3> resetMatrix</H3> <PRE> public void <B>resetMatrix</B>()</PRE> <DL> <DD>Set the current transformation matrix to identity. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="applyMatrix(processing.core.PMatrix)"><!-- --></A><H3> applyMatrix</H3> <PRE> public void <B>applyMatrix</B>(<A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A> source)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="applyMatrix(processing.core.PMatrix2D)"><!-- --></A><H3> applyMatrix</H3> <PRE> public void <B>applyMatrix</B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> source)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="applyMatrix(float, float, float, float, float, float)"><!-- --></A><H3> applyMatrix</H3> <PRE> public void <B>applyMatrix</B>(float n00, float n01, float n02, float n10, float n11, float n12)</PRE> <DL> <DD>Apply a 3x2 affine transformation matrix. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="applyMatrix(processing.core.PMatrix3D)"><!-- --></A><H3> applyMatrix</H3> <PRE> public void <B>applyMatrix</B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> source)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="applyMatrix(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> applyMatrix</H3> <PRE> public void <B>applyMatrix</B>(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33)</PRE> <DL> <DD>Apply a 4x4 transformation matrix. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="getMatrix()"><!-- --></A><H3> getMatrix</H3> <PRE> public <A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A> <B>getMatrix</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="getMatrix(processing.core.PMatrix2D)"><!-- --></A><H3> getMatrix</H3> <PRE> public <A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> <B>getMatrix</B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> target)</PRE> <DL> <DD>Copy the current transformation matrix into the specified target. Pass in null to create a new matrix. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="getMatrix(processing.core.PMatrix3D)"><!-- --></A><H3> getMatrix</H3> <PRE> public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>getMatrix</B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> target)</PRE> <DL> <DD>Copy the current transformation matrix into the specified target. Pass in null to create a new matrix. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setMatrix(processing.core.PMatrix)"><!-- --></A><H3> setMatrix</H3> <PRE> public void <B>setMatrix</B>(<A HREF="../../processing/core/PMatrix.html" title="interface in processing.core">PMatrix</A> source)</PRE> <DL> <DD>Set the current transformation matrix to the contents of another. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setMatrix(processing.core.PMatrix2D)"><!-- --></A><H3> setMatrix</H3> <PRE> public void <B>setMatrix</B>(<A HREF="../../processing/core/PMatrix2D.html" title="class in processing.core">PMatrix2D</A> source)</PRE> <DL> <DD>Set the current transformation to the contents of the specified source. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="setMatrix(processing.core.PMatrix3D)"><!-- --></A><H3> setMatrix</H3> <PRE> public void <B>setMatrix</B>(<A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> source)</PRE> <DL> <DD>Set the current transformation to the contents of the specified source. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="printMatrix()"><!-- --></A><H3> printMatrix</H3> <PRE> public void <B>printMatrix</B>()</PRE> <DL> <DD>Print the current model (or "transformation") matrix. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="beginCamera()"><!-- --></A><H3> beginCamera</H3> <PRE> public void <B>beginCamera</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="endCamera()"><!-- --></A><H3> endCamera</H3> <PRE> public void <B>endCamera</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="camera()"><!-- --></A><H3> camera</H3> <PRE> public void <B>camera</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="camera(float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> camera</H3> <PRE> public void <B>camera</B>(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="printCamera()"><!-- --></A><H3> printCamera</H3> <PRE> public void <B>printCamera</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ortho()"><!-- --></A><H3> ortho</H3> <PRE> public void <B>ortho</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ortho(float, float, float, float, float, float)"><!-- --></A><H3> ortho</H3> <PRE> public void <B>ortho</B>(float left, float right, float bottom, float top, float near, float far)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="perspective()"><!-- --></A><H3> perspective</H3> <PRE> public void <B>perspective</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="perspective(float, float, float, float)"><!-- --></A><H3> perspective</H3> <PRE> public void <B>perspective</B>(float fovy, float aspect, float zNear, float zFar)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="frustum(float, float, float, float, float, float)"><!-- --></A><H3> frustum</H3> <PRE> public void <B>frustum</B>(float left, float right, float bottom, float top, float near, float far)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="printProjection()"><!-- --></A><H3> printProjection</H3> <PRE> public void <B>printProjection</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="screenX(float, float)"><!-- --></A><H3> screenX</H3> <PRE> public float <B>screenX</B>(float x, float y)</PRE> <DL> <DD>Given an x and y coordinate, returns the x position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="screenY(float, float)"><!-- --></A><H3> screenY</H3> <PRE> public float <B>screenY</B>(float x, float y)</PRE> <DL> <DD>Given an x and y coordinate, returns the y position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="screenX(float, float, float)"><!-- --></A><H3> screenX</H3> <PRE> public float <B>screenX</B>(float x, float y, float z)</PRE> <DL> <DD>Maps a three dimensional point to its placement on-screen. <P> Given an (x, y, z) coordinate, returns the x position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="screenY(float, float, float)"><!-- --></A><H3> screenY</H3> <PRE> public float <B>screenY</B>(float x, float y, float z)</PRE> <DL> <DD>Maps a three dimensional point to its placement on-screen. <P> Given an (x, y, z) coordinate, returns the y position of where that point would be placed on screen, once affected by translate(), scale(), or any other transformations. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="screenZ(float, float, float)"><!-- --></A><H3> screenZ</H3> <PRE> public float <B>screenZ</B>(float x, float y, float z)</PRE> <DL> <DD>Maps a three dimensional point to its placement on-screen. <P> Given an (x, y, z) coordinate, returns its z value. This value can be used to determine if an (x, y, z) coordinate is in front or in back of another (x, y, z) coordinate. The units are based on how the zbuffer is set up, and don't relate to anything "real". They're only useful for in comparison to another value obtained from screenZ(), or directly out of the zbuffer[]. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="modelX(float, float, float)"><!-- --></A><H3> modelX</H3> <PRE> public float <B>modelX</B>(float x, float y, float z)</PRE> <DL> <DD>Returns the model space x value for an x, y, z coordinate. <P> This will give you a coordinate after it has been transformed by translate(), rotate(), and camera(), but not yet transformed by the projection matrix. For instance, his can be useful for figuring out how points in 3D space relate to the edge coordinates of a shape. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="modelY(float, float, float)"><!-- --></A><H3> modelY</H3> <PRE> public float <B>modelY</B>(float x, float y, float z)</PRE> <DL> <DD>Returns the model space y value for an x, y, z coordinate. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="modelZ(float, float, float)"><!-- --></A><H3> modelZ</H3> <PRE> public float <B>modelZ</B>(float x, float y, float z)</PRE> <DL> <DD>Returns the model space z value for an x, y, z coordinate. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="pushStyle()"><!-- --></A><H3> pushStyle</H3> <PRE> public void <B>pushStyle</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="popStyle()"><!-- --></A><H3> popStyle</H3> <PRE> public void <B>popStyle</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="style(processing.core.PStyle)"><!-- --></A><H3> style</H3> <PRE> public void <B>style</B>(<A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> s)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="getStyle()"><!-- --></A><H3> getStyle</H3> <PRE> public <A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> <B>getStyle</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="getStyle(processing.core.PStyle)"><!-- --></A><H3> getStyle</H3> <PRE> public <A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> <B>getStyle</B>(<A HREF="../../processing/core/PStyle.html" title="class in processing.core">PStyle</A> s)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="strokeWeight(float)"><!-- --></A><H3> strokeWeight</H3> <PRE> public void <B>strokeWeight</B>(float weight)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="strokeJoin(int)"><!-- --></A><H3> strokeJoin</H3> <PRE> public void <B>strokeJoin</B>(int join)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="strokeCap(int)"><!-- --></A><H3> strokeCap</H3> <PRE> public void <B>strokeCap</B>(int cap)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="noStroke()"><!-- --></A><H3> noStroke</H3> <PRE> public void <B>noStroke</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(int)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(int rgb)</PRE> <DL> <DD>Set the tint to either a grayscale or ARGB value. See notes attached to the fill() function. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(int, float)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(int rgb, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(float)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(float, float)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(float gray, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(float, float, float)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="stroke(float, float, float, float)"><!-- --></A><H3> stroke</H3> <PRE> public void <B>stroke</B>(float x, float y, float z, float a)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="noTint()"><!-- --></A><H3> noTint</H3> <PRE> public void <B>noTint</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(int)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(int rgb)</PRE> <DL> <DD>Set the tint to either a grayscale or ARGB value. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(int, float)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(int rgb, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(float)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(float, float)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(float gray, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(float, float, float)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="tint(float, float, float, float)"><!-- --></A><H3> tint</H3> <PRE> public void <B>tint</B>(float x, float y, float z, float a)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="noFill()"><!-- --></A><H3> noFill</H3> <PRE> public void <B>noFill</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(int)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(int rgb)</PRE> <DL> <DD>Set the fill to either a grayscale value or an ARGB int. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(int, float)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(int rgb, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(float)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(float, float)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(float gray, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(float, float, float)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="fill(float, float, float, float)"><!-- --></A><H3> fill</H3> <PRE> public void <B>fill</B>(float x, float y, float z, float a)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ambient(int)"><!-- --></A><H3> ambient</H3> <PRE> public void <B>ambient</B>(int rgb)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ambient(float)"><!-- --></A><H3> ambient</H3> <PRE> public void <B>ambient</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ambient(float, float, float)"><!-- --></A><H3> ambient</H3> <PRE> public void <B>ambient</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="specular(int)"><!-- --></A><H3> specular</H3> <PRE> public void <B>specular</B>(int rgb)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="specular(float)"><!-- --></A><H3> specular</H3> <PRE> public void <B>specular</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="specular(float, float, float)"><!-- --></A><H3> specular</H3> <PRE> public void <B>specular</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="shininess(float)"><!-- --></A><H3> shininess</H3> <PRE> public void <B>shininess</B>(float shine)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="emissive(int)"><!-- --></A><H3> emissive</H3> <PRE> public void <B>emissive</B>(int rgb)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="emissive(float)"><!-- --></A><H3> emissive</H3> <PRE> public void <B>emissive</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="emissive(float, float, float)"><!-- --></A><H3> emissive</H3> <PRE> public void <B>emissive</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="lights()"><!-- --></A><H3> lights</H3> <PRE> public void <B>lights</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="noLights()"><!-- --></A><H3> noLights</H3> <PRE> public void <B>noLights</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ambientLight(float, float, float)"><!-- --></A><H3> ambientLight</H3> <PRE> public void <B>ambientLight</B>(float red, float green, float blue)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="ambientLight(float, float, float, float, float, float)"><!-- --></A><H3> ambientLight</H3> <PRE> public void <B>ambientLight</B>(float red, float green, float blue, float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="directionalLight(float, float, float, float, float, float)"><!-- --></A><H3> directionalLight</H3> <PRE> public void <B>directionalLight</B>(float red, float green, float blue, float nx, float ny, float nz)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="pointLight(float, float, float, float, float, float)"><!-- --></A><H3> pointLight</H3> <PRE> public void <B>pointLight</B>(float red, float green, float blue, float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="spotLight(float, float, float, float, float, float, float, float, float, float, float)"><!-- --></A><H3> spotLight</H3> <PRE> public void <B>spotLight</B>(float red, float green, float blue, float x, float y, float z, float nx, float ny, float nz, float angle, float concentration)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="lightFalloff(float, float, float)"><!-- --></A><H3> lightFalloff</H3> <PRE> public void <B>lightFalloff</B>(float constant, float linear, float quadratic)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="lightSpecular(float, float, float)"><!-- --></A><H3> lightSpecular</H3> <PRE> public void <B>lightSpecular</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(int)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(int rgb)</PRE> <DL> <DD>Set the background to a gray or ARGB color. <p> For the main drawing surface, the alpha value will be ignored. However, alpha can be used on PGraphics objects from createGraphics(). This is the only way to set all the pixels partially transparent, for instance. <p> Note that background() should be called before any transformations occur, because some implementations may require the current transformation matrix to be identity before drawing. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(int, float)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(int rgb, float alpha)</PRE> <DL> <DD>See notes about alpha in background(x, y, z, a). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(float)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(float gray)</PRE> <DL> <DD>Set the background to a grayscale value, based on the current colorMode. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(float, float)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(float gray, float alpha)</PRE> <DL> <DD>See notes about alpha in background(x, y, z, a). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(float, float, float)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(float x, float y, float z)</PRE> <DL> <DD>Set the background to an r, g, b or h, s, b value, based on the current colorMode. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(float, float, float, float)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(float x, float y, float z, float a)</PRE> <DL> <DD>Clear the background with a color that includes an alpha value. This can only be used with objects created by createGraphics(), because the main drawing surface cannot be set transparent. <p> It might be tempting to use this function to partially clear the screen on each frame, however that's not how this function works. When calling background(), the pixels will be replaced with pixels that have that level of transparency. To do a semi-transparent overlay, use fill() with alpha and draw a rectangle. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="background(processing.core.PImage)"><!-- --></A><H3> background</H3> <PRE> public void <B>background</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> image)</PRE> <DL> <DD>Takes an RGB or ARGB image and sets it as the background. The width and height of the image must be the same size as the sketch. Use image.resize(width, height) to make short work of such a task. <P> Note that even if the image is set as RGB, the high 8 bits of each pixel should be set opaque (0xFF000000), because the image data will be copied directly to the screen, and non-opaque background images may have strange behavior. Using image.filter(OPAQUE) will handle this easily. <P> When using 3D, this will also clear the zbuffer (if it exists). <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="colorMode(int)"><!-- --></A><H3> colorMode</H3> <PRE> public void <B>colorMode</B>(int mode)</PRE> <DL> <DD>Callback to handle clearing the background when begin/endRaw is in use. Handled as separate function for OpenGL (or other) subclasses that override backgroundImpl() but still needs this to work properly. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="colorMode(int, float)"><!-- --></A><H3> colorMode</H3> <PRE> public void <B>colorMode</B>(int mode, float max)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="colorMode(int, float, float, float)"><!-- --></A><H3> colorMode</H3> <PRE> public void <B>colorMode</B>(int mode, float maxX, float maxY, float maxZ)</PRE> <DL> <DD>Set the colorMode and the maximum values for (r, g, b) or (h, s, b). <P> Note that this doesn't set the maximum for the alpha value, which might be confusing if for instance you switched to <PRE>colorMode(HSB, 360, 100, 100);</PRE> because the alpha values were still between 0 and 255. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="colorMode(int, float, float, float, float)"><!-- --></A><H3> colorMode</H3> <PRE> public void <B>colorMode</B>(int mode, float maxX, float maxY, float maxZ, float maxA)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(int)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(int gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(float)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(float gray)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(int, int)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(int gray, int alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>gray</CODE> - can be packed ARGB or a gray in this case</DL> </DD> </DL> <HR> <A NAME="color(int, float)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(int rgb, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>rgb</CODE> - can be packed ARGB or a gray in this case</DL> </DD> </DL> <HR> <A NAME="color(float, float)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(float gray, float alpha)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(int, int, int)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(int x, int y, int z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(float, float, float)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(float x, float y, float z)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(int, int, int, int)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(int x, int y, int z, int a)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="color(float, float, float, float)"><!-- --></A><H3> color</H3> <PRE> public final int <B>color</B>(float x, float y, float z, float a)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="alpha(int)"><!-- --></A><H3> alpha</H3> <PRE> public final float <B>alpha</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="red(int)"><!-- --></A><H3> red</H3> <PRE> public final float <B>red</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="green(int)"><!-- --></A><H3> green</H3> <PRE> public final float <B>green</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="blue(int)"><!-- --></A><H3> blue</H3> <PRE> public final float <B>blue</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="hue(int)"><!-- --></A><H3> hue</H3> <PRE> public final float <B>hue</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="saturation(int)"><!-- --></A><H3> saturation</H3> <PRE> public final float <B>saturation</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="brightness(int)"><!-- --></A><H3> brightness</H3> <PRE> public final float <B>brightness</B>(int what)</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="lerpColor(int, int, float)"><!-- --></A><H3> lerpColor</H3> <PRE> public int <B>lerpColor</B>(int c1, int c2, float amt)</PRE> <DL> <DD>Interpolate between two colors, using the current color mode. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="lerpColor(int, int, float, int)"><!-- --></A><H3> lerpColor</H3> <PRE> public static int <B>lerpColor</B>(int c1, int c2, float amt, int mode)</PRE> <DL> <DD>Interpolate between two colors. Like lerp(), but for the individual color components of a color supplied as an int value. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="beginRaw(processing.core.PGraphics)"><!-- --></A><H3> beginRaw</H3> <PRE> public void <B>beginRaw</B>(<A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A> rawGraphics)</PRE> <DL> <DD>Record individual lines and triangles by echoing them to another renderer. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="endRaw()"><!-- --></A><H3> endRaw</H3> <PRE> public void <B>endRaw</B>()</PRE> <DL> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="showWarning(java.lang.String)"><!-- --></A><H3> showWarning</H3> <PRE> public static void <B>showWarning</B>(java.lang.String msg)</PRE> <DL> <DD>Show a renderer error, and keep track of it so that it's only shown once. <P> <DD><DL> </DL> </DD> <DD><DL> <DT><B>Parameters:</B><DD><CODE>msg</CODE> - the error message (which will be stored for later comparison)</DL> </DD> </DL> <HR> <A NAME="showException(java.lang.String)"><!-- --></A><H3> showException</H3> <PRE> public static void <B>showException</B>(java.lang.String msg)</PRE> <DL> <DD>Show an renderer-related exception that halts the program. Currently just wraps the message as a RuntimeException and throws it, but might do something more specific might be used in the future. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="displayable()"><!-- --></A><H3> displayable</H3> <PRE> public boolean <B>displayable</B>()</PRE> <DL> <DD>Return true if this renderer should be drawn to the screen. Defaults to returning true, since nearly all renderers are on-screen beasts. But can be overridden for subclasses like PDF so that a window doesn't open up. <br/> <br/> A better name? showFrame, displayable, isVisible, visible, shouldDisplay, what to call this? <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="is2D()"><!-- --></A><H3> is2D</H3> <PRE> public boolean <B>is2D</B>()</PRE> <DL> <DD>Return true if this renderer supports 2D drawing. Defaults to true. <P> <DD><DL> </DL> </DD> <DD><DL> </DL> </DD> </DL> <HR> <A NAME="is3D()"><!-- --></A><H3> is3D</H3> <PRE> public boolean <B>is3D</B>()</PRE> <DL> <DD>Return true if this renderer supports 2D drawing. 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