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Arduino/build/javadoc/everything/processing/opengl/PGraphicsOpenGL.html
2009-05-31 15:53:33 +00:00

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PGraphicsOpenGL
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processing.opengl</FONT>
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Class PGraphicsOpenGL</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 "><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">processing.core.PGraphics</A>
<IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">processing.core.PGraphics3D</A>
<IMG SRC="../../resources/inherit.gif" ALT="extended by "><B>processing.opengl.PGraphicsOpenGL</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>
<HR>
<DL>
<DT><PRE>public class <B>PGraphicsOpenGL</B><DT>extends <A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></DL>
</PRE>
<P>
Implementation of the PGraphics API that employs OpenGL rendering via JOGL.
<p/>
JOGL requires Java 1.4 or higher, so there are no restrictions on this
code to be compatible with Java 1.1 or Java 1.3.
<p/>
This code relies on PGraphics3D for all lighting and transformations.
Meaning that translate(), rotate(), and any lighting will be done in
PGraphics3D, and OpenGL is only used to blit lines and triangles as fast
as it possibly can.
<p/>
For this reason, OpenGL may not be accelerated as far as it could be,
but I don't have the time to maintain two separate versions of the
renderer. My development time must always be focused on implementation
and covering features first, and optimizing later.
<p/>
Further, the difference may be negligible, as the primary slowdown
in Java is moving pixels (i.e. a large frame buffer is nearly impossible
because Java just can't do a MemoryImageSource at screen resolution)
and the overhead from JNI tends to be significant. In the latter case,
we may even save time in some cases where a large number of calls to
OpenGL would otherwise be used, but that's probably a stretch.
<p/>
The code is also very messy, while features are being added and
removed rapidly as we head towards 1.0. Things got particularly ugly
as we approached beta while both Simon and I were working on it.
Relax, we'll get it fixed up later.
<p/>
When exporting applets, the JOGL Applet Launcher is used. More information
about the launcher can be found at its <A HREF="http://download.java.net/media/jogl/builds/nightly/javadoc_public/com/sun/opengl/util/JOGLAppletLauncher.html">documentation page</A>.
<P>
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<CODE>&nbsp;class</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.TessCallback.html" title="class in processing.opengl">PGraphicsOpenGL.TessCallback</A></B></CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;There must be a better way to do this, but I'm having a brain fart
with all the inner class crap.</TD>
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<B>Field Summary</B></FONT></TH>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#BIG_ENDIAN">BIG_ENDIAN</A></B></CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set to true if the host system is big endian (PowerPC, MIPS, SPARC),
false if little endian (x86 Intel for Mac or PC).</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;javax.media.opengl.GL</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#gl">gl</A></B></CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;javax.media.opengl.glu.GLU</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#glu">glu</A></B></CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_processing.core.PGraphics3D"><!-- --></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/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../processing/core/PGraphics3D.html#camera">camera</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraAspect">cameraAspect</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraFar">cameraFar</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraFOV">cameraFOV</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraNear">cameraNear</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraX">cameraX</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraY">cameraY</A>, <A HREF="../../processing/core/PGraphics3D.html#cameraZ">cameraZ</A>, <A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffConstant">currentLightFalloffConstant</A>, <A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffLinear">currentLightFalloffLinear</A>, <A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffQuadratic">currentLightFalloffQuadratic</A>, <A HREF="../../processing/core/PGraphics3D.html#currentLightSpecular">currentLightSpecular</A>, <A HREF="../../processing/core/PGraphics3D.html#lightCount">lightCount</A>, <A HREF="../../processing/core/PGraphics3D.html#lightDiffuse">lightDiffuse</A>, <A HREF="../../processing/core/PGraphics3D.html#lightFalloffConstant">lightFalloffConstant</A>, <A HREF="../../processing/core/PGraphics3D.html#lightFalloffLinear">lightFalloffLinear</A>, <A HREF="../../processing/core/PGraphics3D.html#lightFalloffQuadratic">lightFalloffQuadratic</A>, <A HREF="../../processing/core/PGraphics3D.html#lightNormal">lightNormal</A>, <A HREF="../../processing/core/PGraphics3D.html#lightPosition">lightPosition</A>, <A HREF="../../processing/core/PGraphics3D.html#lightSpecular">lightSpecular</A>, <A HREF="../../processing/core/PGraphics3D.html#lightSpotAngle">lightSpotAngle</A>, <A HREF="../../processing/core/PGraphics3D.html#lightSpotAngleCos">lightSpotAngleCos</A>, <A HREF="../../processing/core/PGraphics3D.html#lightSpotConcentration">lightSpotConcentration</A>, <A HREF="../../processing/core/PGraphics3D.html#lightType">lightType</A>, <A HREF="../../processing/core/PGraphics3D.html#line">line</A>, <A HREF="../../processing/core/PGraphics3D.html#MAX_LIGHTS">MAX_LIGHTS</A>, <A HREF="../../processing/core/PGraphics3D.html#modelview">modelview</A>, <A HREF="../../processing/core/PGraphics3D.html#modelviewInv">modelviewInv</A>, <A HREF="../../processing/core/PGraphics3D.html#projection">projection</A>, <A HREF="../../processing/core/PGraphics3D.html#smoothTriangle">smoothTriangle</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_COLOR_COUNT">TRI_COLOR_COUNT</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_A">TRI_DIFFUSE_A</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_B">TRI_DIFFUSE_B</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_G">TRI_DIFFUSE_G</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_R">TRI_DIFFUSE_R</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_B">TRI_SPECULAR_B</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_G">TRI_SPECULAR_G</A>, <A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_R">TRI_SPECULAR_R</A>, <A HREF="../../processing/core/PGraphics3D.html#triangle">triangle</A>, <A HREF="../../processing/core/PGraphics3D.html#zbuffer">zbuffer</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<A NAME="fields_inherited_from_class_processing.core.PGraphics"><!-- --></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/PGraphics.html" title="class in processing.core">PGraphics</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../processing/core/PGraphics.html#ambientB">ambientB</A>, <A HREF="../../processing/core/PGraphics.html#ambientG">ambientG</A>, <A HREF="../../processing/core/PGraphics.html#ambientR">ambientR</A>, <A HREF="../../processing/core/PGraphics.html#backgroundColor">backgroundColor</A>, <A HREF="../../processing/core/PGraphics.html#bezierDetail">bezierDetail</A>, <A HREF="../../processing/core/PGraphics.html#colorMode">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#colorModeA">colorModeA</A>, <A HREF="../../processing/core/PGraphics.html#colorModeX">colorModeX</A>, <A HREF="../../processing/core/PGraphics.html#colorModeY">colorModeY</A>, <A HREF="../../processing/core/PGraphics.html#colorModeZ">colorModeZ</A>, <A HREF="../../processing/core/PGraphics.html#curveTightness">curveTightness</A>, <A HREF="../../processing/core/PGraphics.html#edge">edge</A>, <A HREF="../../processing/core/PGraphics.html#ellipseMode">ellipseMode</A>, <A HREF="../../processing/core/PGraphics.html#emissiveB">emissiveB</A>, <A HREF="../../processing/core/PGraphics.html#emissiveG">emissiveG</A>, <A HREF="../../processing/core/PGraphics.html#emissiveR">emissiveR</A>, <A HREF="../../processing/core/PGraphics.html#fill">fill</A>, <A HREF="../../processing/core/PGraphics.html#fillColor">fillColor</A>, <A HREF="../../processing/core/PGraphics.html#image">image</A>, <A HREF="../../processing/core/PGraphics.html#imageMode">imageMode</A>, <A HREF="../../processing/core/PGraphics.html#normalX">normalX</A>, <A HREF="../../processing/core/PGraphics.html#normalY">normalY</A>, <A HREF="../../processing/core/PGraphics.html#normalZ">normalZ</A>, <A HREF="../../processing/core/PGraphics.html#pixelCount">pixelCount</A>, <A HREF="../../processing/core/PGraphics.html#rectMode">rectMode</A>, <A HREF="../../processing/core/PGraphics.html#shapeMode">shapeMode</A>, <A HREF="../../processing/core/PGraphics.html#shininess">shininess</A>, <A HREF="../../processing/core/PGraphics.html#smooth">smooth</A>, <A HREF="../../processing/core/PGraphics.html#specularB">specularB</A>, <A HREF="../../processing/core/PGraphics.html#specularG">specularG</A>, <A HREF="../../processing/core/PGraphics.html#specularR">specularR</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetailU">sphereDetailU</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetailV">sphereDetailV</A>, <A HREF="../../processing/core/PGraphics.html#stroke">stroke</A>, <A HREF="../../processing/core/PGraphics.html#strokeCap">strokeCap</A>, <A HREF="../../processing/core/PGraphics.html#strokeColor">strokeColor</A>, <A HREF="../../processing/core/PGraphics.html#strokeJoin">strokeJoin</A>, <A HREF="../../processing/core/PGraphics.html#strokeWeight">strokeWeight</A>, <A HREF="../../processing/core/PGraphics.html#textAlign">textAlign</A>, <A HREF="../../processing/core/PGraphics.html#textAlignY">textAlignY</A>, <A HREF="../../processing/core/PGraphics.html#textFont">textFont</A>, <A HREF="../../processing/core/PGraphics.html#textLeading">textLeading</A>, <A HREF="../../processing/core/PGraphics.html#textMode">textMode</A>, <A HREF="../../processing/core/PGraphics.html#textSize">textSize</A>, <A HREF="../../processing/core/PGraphics.html#textureImage">textureImage</A>, <A HREF="../../processing/core/PGraphics.html#textureMode">textureMode</A>, <A HREF="../../processing/core/PGraphics.html#textureU">textureU</A>, <A HREF="../../processing/core/PGraphics.html#textureV">textureV</A>, <A HREF="../../processing/core/PGraphics.html#tint">tint</A>, <A HREF="../../processing/core/PGraphics.html#tintColor">tintColor</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<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>
&nbsp;<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>
&nbsp;
<!-- ======== 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/opengl/PGraphicsOpenGL.html#PGraphicsOpenGL()">PGraphicsOpenGL</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;
<!-- ========== 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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#ambientLight(float, float, float)">ambientLight</A></B>(float&nbsp;r,
float&nbsp;g,
float&nbsp;b)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Add an ambient light based on the current color mode.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#ambientLight(float, float, float, float, float, float)">ambientLight</A></B>(float&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Add an ambient light based on the current color mode.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#beginDraw()">beginDraw</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Prepares the PGraphics for drawing.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;javax.media.opengl.GL</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#beginGL()">beginGL</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#canDraw()">canDraw</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;OpenGL cannot draw until a proper native peer is available, so this
returns the value of PApplet.isDisplayable() (inherited from Component).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#directionalLight(float, float, float, float, float, float)">directionalLight</A></B>(float&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;nx,
float&nbsp;ny,
float&nbsp;nz)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#endDraw()">endDraw</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;See notes in PGraphics.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#endGL()">endGL</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#filter(int)">filter</A></B>(int&nbsp;kind)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is really inefficient and not a good idea in OpenGL.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#filter(int, float)">filter</A></B>(int&nbsp;kind,
float&nbsp;param)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;This is really inefficient and not a good idea in OpenGL.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#get()">get</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns a copy of this PImage.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#get(int, int)">get</A></B>(int&nbsp;x,
int&nbsp;y)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns an ARGB "color" type (a packed 32 bit int with the color.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;javax.media.opengl.GLContext</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#getContext()">getContext</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Get the current context, for use by libraries that need to talk to it.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#hint(int)">hint</A></B>(int&nbsp;which)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Enable a hint option.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#lightFalloff(float, float, float)">lightFalloff</A></B>(float&nbsp;constant,
float&nbsp;linear,
float&nbsp;quadratic)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the light falloff rates for the last light that was created.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#lightSpecular(float, float, float)">lightSpecular</A></B>(float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set the specular color of the last light created.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#loadPixels()">loadPixels</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this when you want to mess with the pixels[] array.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#mask(int[])">mask</A></B>(int[]&nbsp;alpha)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set alpha channel for an image.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#mask(processing.core.PImage)">mask</A></B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A>&nbsp;alpha)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set alpha channel for an image using another image as the source.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#noSmooth()">noSmooth</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Disable smoothing.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#pointLight(float, float, float, float, float, float)">pointLight</A></B>(float&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#report(java.lang.String)">report</A></B>(java.lang.String&nbsp;where)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Report on anything from glError().</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#resize(int, int)">resize</A></B>(int&nbsp;wide,
int&nbsp;high)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Resize this image to a new width and height.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#set(int, int, int)">set</A></B>(int&nbsp;x,
int&nbsp;y,
int&nbsp;argb)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set a single pixel to the specified color.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#set(int, int, processing.core.PImage)">set</A></B>(int&nbsp;x,
int&nbsp;y,
<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A>&nbsp;source)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set an image directly to the screen.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#shininess(float)">shininess</A></B>(float&nbsp;shine)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#smooth()">smooth</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#spotLight(float, float, float, float, float, float, float, float, float, float, float)">spotLight</A></B>(float&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z,
float&nbsp;nx,
float&nbsp;ny,
float&nbsp;nz,
float&nbsp;angle,
float&nbsp;concentration)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#strokeCap(int)">strokeCap</A></B>(int&nbsp;cap)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#strokeJoin(int)">strokeJoin</A></B>(int&nbsp;join)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#strokeWeight(float)">strokeWeight</A></B>(float&nbsp;weight)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#textAscent()">textAscent</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#textDescent()">textDescent</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#textFont(processing.core.PFont)">textFont</A></B>(<A HREF="../../processing/core/PFont.html" title="class in processing.core">PFont</A>&nbsp;which)</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the current font.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../processing/opengl/PGraphicsOpenGL.html#updatePixels()">updatePixels</A></B>()</CODE>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Call this when finished messing with the pixels[] array.</TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_processing.core.PGraphics3D"><!-- --></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/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../processing/core/PGraphics3D.html#applyMatrix(float, float, float, float, float, float)">applyMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#applyMatrix(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float)">applyMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#applyMatrix(processing.core.PMatrix2D)">applyMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#applyMatrix(processing.core.PMatrix3D)">applyMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#beginCamera()">beginCamera</A>, <A HREF="../../processing/core/PGraphics3D.html#beginShape(int)">beginShape</A>, <A HREF="../../processing/core/PGraphics3D.html#box(float, float, float)">box</A>, <A HREF="../../processing/core/PGraphics3D.html#camera()">camera</A>, <A HREF="../../processing/core/PGraphics3D.html#camera(float, float, float, float, float, float, float, float, float)">camera</A>, <A HREF="../../processing/core/PGraphics3D.html#endCamera()">endCamera</A>, <A HREF="../../processing/core/PGraphics3D.html#endShape(int)">endShape</A>, <A HREF="../../processing/core/PGraphics3D.html#flush()">flush</A>, <A HREF="../../processing/core/PGraphics3D.html#frustum(float, float, float, float, float, float)">frustum</A>, <A HREF="../../processing/core/PGraphics3D.html#getMatrix()">getMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#getMatrix(processing.core.PMatrix3D)">getMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#is2D()">is2D</A>, <A HREF="../../processing/core/PGraphics3D.html#is3D()">is3D</A>, <A HREF="../../processing/core/PGraphics3D.html#lights()">lights</A>, <A HREF="../../processing/core/PGraphics3D.html#modelX(float, float, float)">modelX</A>, <A HREF="../../processing/core/PGraphics3D.html#modelY(float, float, float)">modelY</A>, <A HREF="../../processing/core/PGraphics3D.html#modelZ(float, float, float)">modelZ</A>, <A HREF="../../processing/core/PGraphics3D.html#noLights()">noLights</A>, <A HREF="../../processing/core/PGraphics3D.html#ortho()">ortho</A>, <A HREF="../../processing/core/PGraphics3D.html#ortho(float, float, float, float, float, float)">ortho</A>, <A HREF="../../processing/core/PGraphics3D.html#perspective()">perspective</A>, <A HREF="../../processing/core/PGraphics3D.html#perspective(float, float, float, float)">perspective</A>, <A HREF="../../processing/core/PGraphics3D.html#popMatrix()">popMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#printCamera()">printCamera</A>, <A HREF="../../processing/core/PGraphics3D.html#printMatrix()">printMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#printProjection()">printProjection</A>, <A HREF="../../processing/core/PGraphics3D.html#pushMatrix()">pushMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#resetMatrix()">resetMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#rotate(float)">rotate</A>, <A HREF="../../processing/core/PGraphics3D.html#rotate(float, float, float, float)">rotate</A>, <A HREF="../../processing/core/PGraphics3D.html#rotateX(float)">rotateX</A>, <A HREF="../../processing/core/PGraphics3D.html#rotateY(float)">rotateY</A>, <A HREF="../../processing/core/PGraphics3D.html#rotateZ(float)">rotateZ</A>, <A HREF="../../processing/core/PGraphics3D.html#scale(float)">scale</A>, <A HREF="../../processing/core/PGraphics3D.html#scale(float, float)">scale</A>, <A HREF="../../processing/core/PGraphics3D.html#scale(float, float, float)">scale</A>, <A HREF="../../processing/core/PGraphics3D.html#screenX(float, float)">screenX</A>, <A HREF="../../processing/core/PGraphics3D.html#screenX(float, float, float)">screenX</A>, <A HREF="../../processing/core/PGraphics3D.html#screenY(float, float)">screenY</A>, <A HREF="../../processing/core/PGraphics3D.html#screenY(float, float, float)">screenY</A>, <A HREF="../../processing/core/PGraphics3D.html#screenZ(float, float, float)">screenZ</A>, <A HREF="../../processing/core/PGraphics3D.html#setMatrix(processing.core.PMatrix2D)">setMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#setMatrix(processing.core.PMatrix3D)">setMatrix</A>, <A HREF="../../processing/core/PGraphics3D.html#setSize(int, int)">setSize</A>, <A HREF="../../processing/core/PGraphics3D.html#sphere(float)">sphere</A>, <A HREF="../../processing/core/PGraphics3D.html#texture(processing.core.PImage)">texture</A>, <A HREF="../../processing/core/PGraphics3D.html#translate(float, float)">translate</A>, <A HREF="../../processing/core/PGraphics3D.html#translate(float, float, float)">translate</A>, <A HREF="../../processing/core/PGraphics3D.html#vertex(float, float)">vertex</A>, <A HREF="../../processing/core/PGraphics3D.html#vertex(float, float, float, float)">vertex</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_processing.core.PGraphics"><!-- --></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/PGraphics.html" title="class in processing.core">PGraphics</A></B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><A HREF="../../processing/core/PGraphics.html#alpha(int)">alpha</A>, <A HREF="../../processing/core/PGraphics.html#ambient(float)">ambient</A>, <A HREF="../../processing/core/PGraphics.html#ambient(float, float, float)">ambient</A>, <A HREF="../../processing/core/PGraphics.html#ambient(int)">ambient</A>, <A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix)">applyMatrix</A>, <A HREF="../../processing/core/PGraphics.html#arc(float, float, float, float, float, float)">arc</A>, <A HREF="../../processing/core/PGraphics.html#background(float)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(float, float)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(float, float, float)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(float, float, float, float)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(int)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(int, float)">background</A>, <A HREF="../../processing/core/PGraphics.html#background(processing.core.PImage)">background</A>, <A HREF="../../processing/core/PGraphics.html#beginRaw(processing.core.PGraphics)">beginRaw</A>, <A HREF="../../processing/core/PGraphics.html#beginShape()">beginShape</A>, <A HREF="../../processing/core/PGraphics.html#bezier(float, float, float, float, float, float, float, float)">bezier</A>, <A HREF="../../processing/core/PGraphics.html#bezier(float, float, float, float, float, float, float, float, float, float, float, float)">bezier</A>, <A HREF="../../processing/core/PGraphics.html#bezierDetail(int)">bezierDetail</A>, <A HREF="../../processing/core/PGraphics.html#bezierPoint(float, float, float, float, float)">bezierPoint</A>, <A HREF="../../processing/core/PGraphics.html#bezierTangent(float, float, float, float, float)">bezierTangent</A>, <A HREF="../../processing/core/PGraphics.html#bezierVertex(float, float, float, float, float, float)">bezierVertex</A>, <A HREF="../../processing/core/PGraphics.html#bezierVertex(float, float, float, float, float, float, float, float, float)">bezierVertex</A>, <A HREF="../../processing/core/PGraphics.html#blue(int)">blue</A>, <A HREF="../../processing/core/PGraphics.html#box(float)">box</A>, <A HREF="../../processing/core/PGraphics.html#breakShape()">breakShape</A>, <A HREF="../../processing/core/PGraphics.html#brightness(int)">brightness</A>, <A HREF="../../processing/core/PGraphics.html#color(float)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(float, float)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(float, float, float)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(float, float, float, float)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(int)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(int, float)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(int, int)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(int, int, int)">color</A>, <A HREF="../../processing/core/PGraphics.html#color(int, int, int, int)">color</A>, <A HREF="../../processing/core/PGraphics.html#colorMode(int)">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#colorMode(int, float)">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#colorMode(int, float, float, float)">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#colorMode(int, float, float, float, float)">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#curve(float, float, float, float, float, float, float, float)">curve</A>, <A HREF="../../processing/core/PGraphics.html#curve(float, float, float, float, float, float, float, float, float, float, float, float)">curve</A>, <A HREF="../../processing/core/PGraphics.html#curveDetail(int)">curveDetail</A>, <A HREF="../../processing/core/PGraphics.html#curvePoint(float, float, float, float, float)">curvePoint</A>, <A HREF="../../processing/core/PGraphics.html#curveTangent(float, float, float, float, float)">curveTangent</A>, <A HREF="../../processing/core/PGraphics.html#curveTightness(float)">curveTightness</A>, <A HREF="../../processing/core/PGraphics.html#curveVertex(float, float)">curveVertex</A>, <A HREF="../../processing/core/PGraphics.html#curveVertex(float, float, float)">curveVertex</A>, <A HREF="../../processing/core/PGraphics.html#displayable()">displayable</A>, <A HREF="../../processing/core/PGraphics.html#dispose()">dispose</A>, <A HREF="../../processing/core/PGraphics.html#edge(boolean)">edge</A>, <A HREF="../../processing/core/PGraphics.html#ellipse(float, float, float, float)">ellipse</A>, <A HREF="../../processing/core/PGraphics.html#ellipseMode(int)">ellipseMode</A>, <A HREF="../../processing/core/PGraphics.html#emissive(float)">emissive</A>, <A HREF="../../processing/core/PGraphics.html#emissive(float, float, float)">emissive</A>, <A HREF="../../processing/core/PGraphics.html#emissive(int)">emissive</A>, <A HREF="../../processing/core/PGraphics.html#endRaw()">endRaw</A>, <A HREF="../../processing/core/PGraphics.html#endShape()">endShape</A>, <A HREF="../../processing/core/PGraphics.html#fill(float)">fill</A>, <A HREF="../../processing/core/PGraphics.html#fill(float, float)">fill</A>, <A HREF="../../processing/core/PGraphics.html#fill(float, float, float)">fill</A>, <A HREF="../../processing/core/PGraphics.html#fill(float, float, float, float)">fill</A>, <A HREF="../../processing/core/PGraphics.html#fill(int)">fill</A>, <A HREF="../../processing/core/PGraphics.html#fill(int, float)">fill</A>, <A HREF="../../processing/core/PGraphics.html#getMatrix(processing.core.PMatrix2D)">getMatrix</A>, <A HREF="../../processing/core/PGraphics.html#getStyle()">getStyle</A>, <A HREF="../../processing/core/PGraphics.html#getStyle(processing.core.PStyle)">getStyle</A>, <A HREF="../../processing/core/PGraphics.html#green(int)">green</A>, <A HREF="../../processing/core/PGraphics.html#hue(int)">hue</A>, <A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float)">image</A>, <A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float, float, float)">image</A>, <A HREF="../../processing/core/PGraphics.html#image(processing.core.PImage, float, float, float, float, int, int, int, int)">image</A>, <A HREF="../../processing/core/PGraphics.html#imageMode(int)">imageMode</A>, <A HREF="../../processing/core/PGraphics.html#lerpColor(int, int, float)">lerpColor</A>, <A HREF="../../processing/core/PGraphics.html#lerpColor(int, int, float, int)">lerpColor</A>, <A HREF="../../processing/core/PGraphics.html#line(float, float, float, float)">line</A>, <A HREF="../../processing/core/PGraphics.html#line(float, float, float, float, float, float)">line</A>, <A HREF="../../processing/core/PGraphics.html#noFill()">noFill</A>, <A HREF="../../processing/core/PGraphics.html#normal(float, float, float)">normal</A>, <A HREF="../../processing/core/PGraphics.html#noStroke()">noStroke</A>, <A HREF="../../processing/core/PGraphics.html#noTint()">noTint</A>, <A HREF="../../processing/core/PGraphics.html#point(float, float)">point</A>, <A HREF="../../processing/core/PGraphics.html#point(float, float, float)">point</A>, <A HREF="../../processing/core/PGraphics.html#popStyle()">popStyle</A>, <A HREF="../../processing/core/PGraphics.html#pushStyle()">pushStyle</A>, <A HREF="../../processing/core/PGraphics.html#quad(float, float, float, float, float, float, float, float)">quad</A>, <A HREF="../../processing/core/PGraphics.html#rect(float, float, float, float)">rect</A>, <A HREF="../../processing/core/PGraphics.html#rectMode(int)">rectMode</A>, <A HREF="../../processing/core/PGraphics.html#red(int)">red</A>, <A HREF="../../processing/core/PGraphics.html#saturation(int)">saturation</A>, <A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix)">setMatrix</A>, <A HREF="../../processing/core/PGraphics.html#setParent(processing.core.PApplet)">setParent</A>, <A HREF="../../processing/core/PGraphics.html#setPath(java.lang.String)">setPath</A>, <A HREF="../../processing/core/PGraphics.html#setPrimary(boolean)">setPrimary</A>, <A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape)">shape</A>, <A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape, float, float)">shape</A>, <A HREF="../../processing/core/PGraphics.html#shape(processing.core.PShape, float, float, float, float)">shape</A>, <A HREF="../../processing/core/PGraphics.html#shapeMode(int)">shapeMode</A>, <A HREF="../../processing/core/PGraphics.html#showException(java.lang.String)">showException</A>, <A HREF="../../processing/core/PGraphics.html#showWarning(java.lang.String)">showWarning</A>, <A HREF="../../processing/core/PGraphics.html#specular(float)">specular</A>, <A HREF="../../processing/core/PGraphics.html#specular(float, float, float)">specular</A>, <A HREF="../../processing/core/PGraphics.html#specular(int)">specular</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetail(int)">sphereDetail</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetail(int, int)">sphereDetail</A>, <A HREF="../../processing/core/PGraphics.html#stroke(float)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#stroke(float, float)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#stroke(float, float, float)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#stroke(float, float, float, float)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#stroke(int)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#stroke(int, float)">stroke</A>, <A HREF="../../processing/core/PGraphics.html#style(processing.core.PStyle)">style</A>, <A HREF="../../processing/core/PGraphics.html#text(char)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(char[], int, int, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(char[], int, int, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(char, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(char, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(float, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(int, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(int, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(java.lang.String)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#text(java.lang.String, float, float, float, float, float)">text</A>, <A HREF="../../processing/core/PGraphics.html#textAlign(int)">textAlign</A>, <A HREF="../../processing/core/PGraphics.html#textAlign(int, int)">textAlign</A>, <A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont, float)">textFont</A>, <A HREF="../../processing/core/PGraphics.html#textLeading(float)">textLeading</A>, <A HREF="../../processing/core/PGraphics.html#textMode(int)">textMode</A>, <A HREF="../../processing/core/PGraphics.html#textSize(float)">textSize</A>, <A HREF="../../processing/core/PGraphics.html#textureMode(int)">textureMode</A>, <A HREF="../../processing/core/PGraphics.html#textWidth(char)">textWidth</A>, <A HREF="../../processing/core/PGraphics.html#textWidth(java.lang.String)">textWidth</A>, <A HREF="../../processing/core/PGraphics.html#tint(float)">tint</A>, <A HREF="../../processing/core/PGraphics.html#tint(float, float)">tint</A>, <A HREF="../../processing/core/PGraphics.html#tint(float, float, float)">tint</A>, <A HREF="../../processing/core/PGraphics.html#tint(float, float, float, float)">tint</A>, <A HREF="../../processing/core/PGraphics.html#tint(int)">tint</A>, <A HREF="../../processing/core/PGraphics.html#tint(int, float)">tint</A>, <A HREF="../../processing/core/PGraphics.html#triangle(float, float, float, float, float, float)">triangle</A>, <A HREF="../../processing/core/PGraphics.html#vertex(float[])">vertex</A>, <A HREF="../../processing/core/PGraphics.html#vertex(float, float, float)">vertex</A>, <A HREF="../../processing/core/PGraphics.html#vertex(float, float, float, float, float)">vertex</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<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#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#removeCache(java.lang.Object)">removeCache</A>, <A HREF="../../processing/core/PImage.html#save(java.lang.String)">save</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(int, int, int, int)">updatePixels</A></CODE></TD>
</TR>
</TABLE>
&nbsp;<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>
&nbsp;
<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="gl"><!-- --></A><H3>
gl</H3>
<PRE>
public javax.media.opengl.GL <B>gl</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="glu"><!-- --></A><H3>
glu</H3>
<PRE>
public javax.media.opengl.glu.GLU <B>glu</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="BIG_ENDIAN"><!-- --></A><H3>
BIG_ENDIAN</H3>
<PRE>
public static boolean <B>BIG_ENDIAN</B></PRE>
<DL>
<DD>Set to true if the host system is big endian (PowerPC, MIPS, SPARC),
false if little endian (x86 Intel for Mac or PC).
<P>
<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="PGraphicsOpenGL()"><!-- --></A><H3>
PGraphicsOpenGL</H3>
<PRE>
public <B>PGraphicsOpenGL</B>()</PRE>
<DL>
</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="getContext()"><!-- --></A><H3>
getContext</H3>
<PRE>
public javax.media.opengl.GLContext <B>getContext</B>()</PRE>
<DL>
<DD>Get the current context, for use by libraries that need to talk to it.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="canDraw()"><!-- --></A><H3>
canDraw</H3>
<PRE>
public boolean <B>canDraw</B>()</PRE>
<DL>
<DD>OpenGL cannot draw until a proper native peer is available, so this
returns the value of PApplet.isDisplayable() (inherited from Component).
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#canDraw()">canDraw</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="beginDraw()"><!-- --></A><H3>
beginDraw</H3>
<PRE>
public void <B>beginDraw</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#beginDraw()">PGraphics</A></CODE></B></DD>
<DD>Prepares the PGraphics for drawing.
<p/>
When creating your own PGraphics, you should call this before
drawing anything.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#beginDraw()">beginDraw</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="endDraw()"><!-- --></A><H3>
endDraw</H3>
<PRE>
public void <B>endDraw</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics3D.html#endDraw()">PGraphics3D</A></CODE></B></DD>
<DD>See notes in PGraphics.
If z-sorting has been turned on, then the triangles will
all be quicksorted here (to make alpha work more properly)
and then blit to the screen.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#endDraw()">endDraw</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="beginGL()"><!-- --></A><H3>
beginGL</H3>
<PRE>
public javax.media.opengl.GL <B>beginGL</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="endGL()"><!-- --></A><H3>
endGL</H3>
<PRE>
public void <B>endGL</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="hint(int)"><!-- --></A><H3>
hint</H3>
<PRE>
public void <B>hint</B>(int&nbsp;which)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#hint(int)">PGraphics</A></CODE></B></DD>
<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>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#hint(int)">hint</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="smooth()"><!-- --></A><H3>
smooth</H3>
<PRE>
public void <B>smooth</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#smooth()">PGraphics</A></CODE></B></DD>
<DD>If true in PImage, use bilinear interpolation for copy()
operations. When inherited by PGraphics, also controls shapes.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#smooth()">smooth</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="noSmooth()"><!-- --></A><H3>
noSmooth</H3>
<PRE>
public void <B>noSmooth</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#noSmooth()">PGraphics</A></CODE></B></DD>
<DD>Disable smoothing. See smooth().
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#noSmooth()">noSmooth</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="textAscent()"><!-- --></A><H3>
textAscent</H3>
<PRE>
public float <B>textAscent</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#textAscent()">PGraphics</A></CODE></B></DD>
<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>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#textAscent()">textAscent</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="textDescent()"><!-- --></A><H3>
textDescent</H3>
<PRE>
public float <B>textDescent</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#textDescent()">PGraphics</A></CODE></B></DD>
<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>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#textDescent()">textDescent</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></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>&nbsp;which)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont)">PGraphics</A></CODE></B></DD>
<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>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont)">textFont</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="strokeWeight(float)"><!-- --></A><H3>
strokeWeight</H3>
<PRE>
public void <B>strokeWeight</B>(float&nbsp;weight)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#strokeWeight(float)">strokeWeight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="strokeJoin(int)"><!-- --></A><H3>
strokeJoin</H3>
<PRE>
public void <B>strokeJoin</B>(int&nbsp;join)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#strokeJoin(int)">strokeJoin</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="strokeCap(int)"><!-- --></A><H3>
strokeCap</H3>
<PRE>
public void <B>strokeCap</B>(int&nbsp;cap)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#strokeCap(int)">strokeCap</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="shininess(float)"><!-- --></A><H3>
shininess</H3>
<PRE>
public void <B>shininess</B>(float&nbsp;shine)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#shininess(float)">shininess</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></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&nbsp;r,
float&nbsp;g,
float&nbsp;b)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float)">PGraphics3D</A></CODE></B></DD>
<DD>Add an ambient light based on the current color mode.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float)">ambientLight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float, float, float, float)">PGraphics3D</A></CODE></B></DD>
<DD>Add an ambient light based on the current color mode.
This version includes an (x, y, z) position for situations
where the falloff distance is used.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float, float, float, float)">ambientLight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;nx,
float&nbsp;ny,
float&nbsp;nz)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#directionalLight(float, float, float, float, float, float)">directionalLight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#pointLight(float, float, float, float, float, float)">pointLight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;r,
float&nbsp;g,
float&nbsp;b,
float&nbsp;x,
float&nbsp;y,
float&nbsp;z,
float&nbsp;nx,
float&nbsp;ny,
float&nbsp;nz,
float&nbsp;angle,
float&nbsp;concentration)</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#spotLight(float, float, float, float, float, float, float, float, float, float, float)">spotLight</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;constant,
float&nbsp;linear,
float&nbsp;quadratic)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics3D.html#lightFalloff(float, float, float)">PGraphics3D</A></CODE></B></DD>
<DD>Set the light falloff rates for the last light that was created.
Default is lightFalloff(1, 0, 0).
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#lightFalloff(float, float, float)">lightFalloff</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></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&nbsp;x,
float&nbsp;y,
float&nbsp;z)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics3D.html#lightSpecular(float, float, float)">PGraphics3D</A></CODE></B></DD>
<DD>Set the specular color of the last light created.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics3D.html#lightSpecular(float, float, float)">lightSpecular</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics3D.html" title="class in processing.core">PGraphics3D</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="report(java.lang.String)"><!-- --></A><H3>
report</H3>
<PRE>
public void <B>report</B>(java.lang.String&nbsp;where)</PRE>
<DL>
<DD>Report on anything from glError().
Don't use this inside glBegin/glEnd otherwise it'll
throw an GL_INVALID_OPERATION error.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="loadPixels()"><!-- --></A><H3>
loadPixels</H3>
<PRE>
public void <B>loadPixels</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#loadPixels()">PImage</A></CODE></B></DD>
<DD>Call this when you want to mess with the pixels[] array.
<p/>
For subclasses where the pixels[] buffer isn't set by default,
this should copy all data into the pixels[] array
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#loadPixels()">loadPixels</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="updatePixels()"><!-- --></A><H3>
updatePixels</H3>
<PRE>
public void <B>updatePixels</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#updatePixels()">PImage</A></CODE></B></DD>
<DD>Call this when finished messing with the pixels[] array.
<p/>
Mark all pixels as needing update.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#updatePixels()">updatePixels</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="resize(int, int)"><!-- --></A><H3>
resize</H3>
<PRE>
public void <B>resize</B>(int&nbsp;wide,
int&nbsp;high)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#resize(int, int)">PImage</A></CODE></B></DD>
<DD>Resize this image to a new width and height.
Use 0 for wide or high to make that dimension scale proportionally.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#resize(int, int)">resize</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="get(int, int)"><!-- --></A><H3>
get</H3>
<PRE>
public int <B>get</B>(int&nbsp;x,
int&nbsp;y)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#get(int, int)">PImage</A></CODE></B></DD>
<DD>Returns an ARGB "color" type (a packed 32 bit int with the color.
If the coordinate is outside the image, zero is returned
(black, but completely transparent).
<P>
If the image is in RGB format (i.e. on a PVideo object),
the value will get its high bits set, just to avoid cases where
they haven't been set already.
<P>
If the image is in ALPHA format, this returns a white with its
alpha value set.
<P>
This function is included primarily for beginners. It is quite
slow because it has to check to see if the x, y that was provided
is inside the bounds, and then has to check to see what image
type it is. If you want things to be more efficient, access the
pixels[] array directly.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#get(int, int)">get</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="get()"><!-- --></A><H3>
get</H3>
<PRE>
public <A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A> <B>get</B>()</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#get()">PImage</A></CODE></B></DD>
<DD>Returns a copy of this PImage. Equivalent to get(0, 0, width, height).
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#get()">get</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="set(int, int, int)"><!-- --></A><H3>
set</H3>
<PRE>
public void <B>set</B>(int&nbsp;x,
int&nbsp;y,
int&nbsp;argb)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#set(int, int, int)">PImage</A></CODE></B></DD>
<DD>Set a single pixel to the specified color.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#set(int, int, int)">set</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="set(int, int, processing.core.PImage)"><!-- --></A><H3>
set</H3>
<PRE>
public void <B>set</B>(int&nbsp;x,
int&nbsp;y,
<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A>&nbsp;source)</PRE>
<DL>
<DD>Set an image directly to the screen.
<P>
TODO not optimized properly, creates multiple temporary buffers
the size of the image. Needs to instead use image cache, but that
requires two types of image cache. One for power of 2 textures
and another for glReadPixels/glDrawPixels data that's flipped
vertically. Both have their components all swapped to native.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#set(int, int, processing.core.PImage)">set</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="mask(int[])"><!-- --></A><H3>
mask</H3>
<PRE>
public void <B>mask</B>(int[]&nbsp;alpha)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#mask(int[])">PImage</A></CODE></B></DD>
<DD>Set alpha channel for an image. Black colors in the source
image will make the destination image completely transparent,
and white will make things fully opaque. Gray values will
be in-between steps.
<P>
Strictly speaking the "blue" value from the source image is
used as the alpha color. For a fully grayscale image, this
is correct, but for a color image it's not 100% accurate.
For a more accurate conversion, first use filter(GRAY)
which will make the image into a "correct" grayscake by
performing a proper luminance-based conversion.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#mask(int[])">mask</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="mask(processing.core.PImage)"><!-- --></A><H3>
mask</H3>
<PRE>
public void <B>mask</B>(<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A>&nbsp;alpha)</PRE>
<DL>
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PImage.html#mask(processing.core.PImage)">PImage</A></CODE></B></DD>
<DD>Set alpha channel for an image using another image as the source.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#mask(processing.core.PImage)">mask</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="filter(int)"><!-- --></A><H3>
filter</H3>
<PRE>
public void <B>filter</B>(int&nbsp;kind)</PRE>
<DL>
<DD>This is really inefficient and not a good idea in OpenGL.
Use get() and set() with a smaller image area, or call the
filter on an image instead, and then draw that.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#filter(int)">filter</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="filter(int, float)"><!-- --></A><H3>
filter</H3>
<PRE>
public void <B>filter</B>(int&nbsp;kind,
float&nbsp;param)</PRE>
<DL>
<DD>This is really inefficient and not a good idea in OpenGL.
Use get() and set() with a smaller image area, or call the
filter on an image instead, and then draw that.
<P>
<DD><DL>
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PImage.html#filter(int, float)">filter</A></CODE> in class <CODE><A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
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