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PGraphics3D
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SUMMARY: NESTED | <A HREF="#field_summary">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD>
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DETAIL: <A HREF="#field_detail">FIELD</A> | <A HREF="#constructor_detail">CONSTR</A> | <A HREF="#method_detail">METHOD</A></FONT></TD>
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processing.core</FONT>
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<BR>
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Class PGraphics3D</H2>
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<PRE>
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java.lang.Object
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<IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PImage.html" title="class in processing.core">processing.core.PImage</A>
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<IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">processing.core.PGraphics</A>
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<IMG SRC="../../resources/inherit.gif" ALT="extended by "><B>processing.core.PGraphics3D</B>
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</PRE>
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<DL>
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<DT><B>All Implemented Interfaces:</B> <DD>java.lang.Cloneable, <A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></DD>
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</DL>
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<DL>
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<DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../processing/opengl/PGraphicsOpenGL.html" title="class in processing.opengl">PGraphicsOpenGL</A>, <A HREF="../../processing/dxf/RawDXF.html" title="class in processing.dxf">RawDXF</A></DD>
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</DL>
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<HR>
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<DL>
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<DT><PRE>public class <B>PGraphics3D</B><DT>extends <A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></DL>
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</PRE>
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<P>
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Subclass of PGraphics that handles 3D rendering.
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It can render 3D inside a browser window and requires no plug-ins.
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<p/>
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The renderer is mostly set up based on the structure of the OpenGL API,
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if you have questions about specifics that aren't covered here,
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look for reference on the OpenGL implementation of a similar feature.
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<p/>
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Lighting and camera implementation by Simon Greenwold.
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<P>
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<P>
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<HR>
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<P>
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<!-- =========== FIELD SUMMARY =========== -->
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<A NAME="field_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Field Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#camera">camera</A></B></CODE>
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<BR>
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The camera matrix, the modelview will be set to this on beginDraw.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraAspect">cameraAspect</A></B></CODE>
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<BR>
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Aspect ratio of camera's view.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraFar">cameraFar</A></B></CODE>
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<BR>
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</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraFOV">cameraFOV</A></B></CODE>
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<BR>
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Camera field of view.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraNear">cameraNear</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraX">cameraX</A></B></CODE>
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<BR>
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Position of the camera.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraY">cameraY</A></B></CODE>
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<BR>
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Position of the camera.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraZ">cameraZ</A></B></CODE>
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<BR>
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Position of the camera.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffConstant">currentLightFalloffConstant</A></B></CODE>
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<BR>
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Current light falloff</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffLinear">currentLightFalloffLinear</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffQuadratic">currentLightFalloffQuadratic</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightSpecular">currentLightSpecular</A></B></CODE>
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<BR>
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Current specular color for lighting</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightCount">lightCount</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[][]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightDiffuse">lightDiffuse</A></B></CODE>
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<BR>
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Diffuse colors for lights.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightFalloffConstant">lightFalloffConstant</A></B></CODE>
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<BR>
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Light falloff</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightFalloffLinear">lightFalloffLinear</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightFalloffQuadratic">lightFalloffQuadratic</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PVector.html" title="class in processing.core">PVector</A>[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightNormal">lightNormal</A></B></CODE>
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<BR>
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Light direction (normalized vector)</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PVector.html" title="class in processing.core">PVector</A>[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightPosition">lightPosition</A></B></CODE>
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<BR>
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Light positions</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[][]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightSpecular">lightSpecular</A></B></CODE>
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<BR>
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Specular colors for lights.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightSpotAngle">lightSpotAngle</A></B></CODE>
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<BR>
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Light spot angle</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightSpotAngleCos">lightSpotAngleCos</A></B></CODE>
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<BR>
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Cosine of light spot angle</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightSpotConcentration">lightSpotConcentration</A></B></CODE>
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<BR>
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Light spot concentration</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> int[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightType">lightType</A></B></CODE>
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<BR>
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Light types</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PLine.html" title="class in processing.core">PLine</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#line">line</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#MAX_LIGHTS">MAX_LIGHTS</A></B></CODE>
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<BR>
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Maximum lights by default is 8, which is arbitrary for this renderer,
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but is the minimum defined by OpenGL</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#modelview">modelview</A></B></CODE>
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<BR>
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The modelview matrix.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#modelviewInv">modelviewInv</A></B></CODE>
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<BR>
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Inverse modelview matrix, used for lighting.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#projection">projection</A></B></CODE>
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<BR>
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Current projection matrix.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> <A HREF="../../processing/core/PSmoothTriangle.html" title="class in processing.core">PSmoothTriangle</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#smoothTriangle">smoothTriangle</A></B></CODE>
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<BR>
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Used for anti-aliased and perspective corrected rendering.</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_COLOR_COUNT">TRI_COLOR_COUNT</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_A">TRI_DIFFUSE_A</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_B">TRI_DIFFUSE_B</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_G">TRI_DIFFUSE_G</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_R">TRI_DIFFUSE_R</A></B></CODE>
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|
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_B">TRI_SPECULAR_B</A></B></CODE>
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|
|
<BR>
|
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</TD>
|
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
|
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_G">TRI_SPECULAR_G</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static int</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_R">TRI_SPECULAR_R</A></B></CODE>
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<BR>
|
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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|
<CODE> <A HREF="../../processing/core/PTriangle.html" title="class in processing.core">PTriangle</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#triangle">triangle</A></B></CODE>
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<BR>
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</TD>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE> float[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#zbuffer">zbuffer</A></B></CODE>
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|
|
<BR>
|
|
The depth buffer.</TD>
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</TR>
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</TABLE>
|
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<A NAME="fields_inherited_from_class_processing.core.PGraphics"><!-- --></A>
|
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<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>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<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>
|
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</TR>
|
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</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>
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</TR>
|
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</TABLE>
|
|
<A NAME="fields_inherited_from_class_processing.core.PConstants"><!-- --></A>
|
|
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<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>
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</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>
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</TR>
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</TABLE>
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|
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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|
|
|
<A NAME="constructor_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Constructor Summary</B></FONT></TH>
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</TR>
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|
<TR BGCOLOR="white" CLASS="TableRowColor">
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#PGraphics3D()">PGraphics3D</A></B>()</CODE>
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<BR>
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|
</TD>
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|
</TR>
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</TABLE>
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<!-- ========== METHOD SUMMARY =========== -->
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<A NAME="method_summary"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
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<B>Method Summary</B></FONT></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
|
|
<CODE> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float)">ambientLight</A></B>(float r,
|
|
float g,
|
|
float b)</CODE>
|
|
|
|
<BR>
|
|
Add an ambient light based on the current color mode.</TD>
|
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
|
|
<CODE> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#ambientLight(float, float, float, float, float, float)">ambientLight</A></B>(float r,
|
|
float g,
|
|
float b,
|
|
float x,
|
|
float y,
|
|
float z)</CODE>
|
|
|
|
<BR>
|
|
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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#beginCamera()">beginCamera</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Set matrix mode to the camera matrix (instead of the current
|
|
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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#camera()">camera</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Set camera to the default settings.</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/PGraphics3D.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>
|
|
More flexible method for dealing with camera().</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/PGraphics3D.html#directionalLight(float, float, float, float, float, float)">directionalLight</A></B>(float r,
|
|
float g,
|
|
float b,
|
|
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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#endCamera()">endCamera</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Record the current settings into the camera matrix, and set
|
|
the matrix mode back to the current 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/PGraphics3D.html#endDraw()">endDraw</A></B>()</CODE>
|
|
|
|
<BR>
|
|
See notes in PGraphics.</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/PGraphics3D.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/PGraphics3D.html#flush()">flush</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Emit any sorted geometry that's been collected on this frame.</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/PGraphics3D.html#frustum(float, float, float, float, float, float)">frustum</A></B>(float left,
|
|
float right,
|
|
float bottom,
|
|
float top,
|
|
float znear,
|
|
float zfar)</CODE>
|
|
|
|
<BR>
|
|
Same as glFrustum(), except that it wipes out (rather than
|
|
multiplies against) the current perspective matrix.</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/PGraphics3D.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/PMatrix3D.html" title="class in processing.core">PMatrix3D</A></CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.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> boolean</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.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/PGraphics3D.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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightFalloff(float, float, float)">lightFalloff</A></B>(float constant,
|
|
float linear,
|
|
float quadratic)</CODE>
|
|
|
|
<BR>
|
|
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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lights()">lights</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Sets up an ambient and directional light.</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/PGraphics3D.html#lightSpecular(float, float, float)">lightSpecular</A></B>(float x,
|
|
float y,
|
|
float z)</CODE>
|
|
|
|
<BR>
|
|
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> float</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#noLights()">noLights</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Turn off all lights.</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/PGraphics3D.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/PGraphics3D.html#ortho()">ortho</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Calls ortho() with the proper parameters for Processing's
|
|
standard orthographic projection.</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/PGraphics3D.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>
|
|
Similar to gluOrtho(), but wipes out the current projection 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/PGraphics3D.html#perspective()">perspective</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Calls perspective() with Processing's standard coordinate projection.</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/PGraphics3D.html#perspective(float, float, float, float)">perspective</A></B>(float fov,
|
|
float aspect,
|
|
float zNear,
|
|
float zFar)</CODE>
|
|
|
|
<BR>
|
|
Similar to gluPerspective().</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/PGraphics3D.html#pointLight(float, float, float, float, float, float)">pointLight</A></B>(float r,
|
|
float g,
|
|
float 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/PGraphics3D.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/PGraphics3D.html#printCamera()">printCamera</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Print the current camera 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/PGraphics3D.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/PGraphics3D.html#printProjection()">printProjection</A></B>()</CODE>
|
|
|
|
<BR>
|
|
Print the current projection 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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#rotate(float, float, float, float)">rotate</A></B>(float angle,
|
|
float v0,
|
|
float v1,
|
|
float v2)</CODE>
|
|
|
|
<BR>
|
|
Rotate around an arbitrary vector, similar to glRotate(),
|
|
except that it takes radians (instead of degrees).</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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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> void</CODE></FONT></TD>
|
|
<TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#scale(float)">scale</A></B>(float s)</CODE>
|
|
|
|
<BR>
|
|
Same as scale(s, s, s).</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/PGraphics3D.html#scale(float, float)">scale</A></B>(float sx,
|
|
float sy)</CODE>
|
|
|
|
<BR>
|
|
Same as scale(sx, sy, 1).</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/PGraphics3D.html#scale(float, float, float)">scale</A></B>(float x,
|
|
float y,
|
|
float z)</CODE>
|
|
|
|
<BR>
|
|
Scale in three dimensions.</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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#setSize(int, int)">setSize</A></B>(int iwidth,
|
|
int iheight)</CODE>
|
|
|
|
<BR>
|
|
Called in response to a resize event, handles setting the
|
|
new width and height internally, as well as re-allocating
|
|
the pixel buffer for the new 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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#spotLight(float, float, float, float, float, float, float, float, float, float, float)">spotLight</A></B>(float r,
|
|
float g,
|
|
float b,
|
|
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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.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/PGraphics3D.html#vertex(float, float, float, float)">vertex</A></B>(float x,
|
|
float y,
|
|
float u,
|
|
float v)</CODE>
|
|
|
|
<BR>
|
|
</TD>
|
|
</TR>
|
|
</TABLE>
|
|
<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#canDraw()">canDraw</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#shininess(float)">shininess</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#strokeWeight(float)">strokeWeight</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#textAscent()">textAscent</A>, <A HREF="../../processing/core/PGraphics.html#textDescent()">textDescent</A>, <A HREF="../../processing/core/PGraphics.html#textFont(processing.core.PFont)">textFont</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>
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</TR>
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</TABLE>
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<A NAME="methods_inherited_from_class_processing.core.PImage"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<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>
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</TR>
|
|
<TR BGCOLOR="white" CLASS="TableRowColor">
|
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<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>
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</TR>
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</TABLE>
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<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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</TR>
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<TR BGCOLOR="white" CLASS="TableRowColor">
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<TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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</TR>
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</TABLE>
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<P>
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<!-- ============ FIELD DETAIL =========== -->
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<A NAME="field_detail"><!-- --></A>
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<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
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<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
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<B>Field Detail</B></FONT></TH>
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</TR>
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</TABLE>
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<A NAME="zbuffer"><!-- --></A><H3>
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zbuffer</H3>
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<PRE>
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public float[] <B>zbuffer</B></PRE>
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<DL>
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<DD>The depth buffer.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="modelview"><!-- --></A><H3>
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modelview</H3>
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<PRE>
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public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>modelview</B></PRE>
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<DL>
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<DD>The modelview matrix.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="modelviewInv"><!-- --></A><H3>
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modelviewInv</H3>
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<PRE>
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public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>modelviewInv</B></PRE>
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<DL>
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<DD>Inverse modelview matrix, used for lighting.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="camera"><!-- --></A><H3>
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camera</H3>
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<PRE>
|
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public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>camera</B></PRE>
|
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<DL>
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<DD>The camera matrix, the modelview will be set to this on beginDraw.
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="cameraFOV"><!-- --></A><H3>
|
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cameraFOV</H3>
|
|
<PRE>
|
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public float <B>cameraFOV</B></PRE>
|
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<DL>
|
|
<DD>Camera field of view.
|
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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<A NAME="cameraX"><!-- --></A><H3>
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cameraX</H3>
|
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<PRE>
|
|
public float <B>cameraX</B></PRE>
|
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<DL>
|
|
<DD>Position of the camera.
|
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
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|
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<A NAME="cameraY"><!-- --></A><H3>
|
|
cameraY</H3>
|
|
<PRE>
|
|
public float <B>cameraY</B></PRE>
|
|
<DL>
|
|
<DD>Position of the camera.
|
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<P>
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<DL>
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</DL>
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</DL>
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<HR>
|
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|
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<A NAME="cameraZ"><!-- --></A><H3>
|
|
cameraZ</H3>
|
|
<PRE>
|
|
public float <B>cameraZ</B></PRE>
|
|
<DL>
|
|
<DD>Position of the camera.
|
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<P>
|
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<DL>
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</DL>
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</DL>
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<HR>
|
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|
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<A NAME="cameraNear"><!-- --></A><H3>
|
|
cameraNear</H3>
|
|
<PRE>
|
|
public float <B>cameraNear</B></PRE>
|
|
<DL>
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<DL>
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|
</DL>
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</DL>
|
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<HR>
|
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|
|
<A NAME="cameraFar"><!-- --></A><H3>
|
|
cameraFar</H3>
|
|
<PRE>
|
|
public float <B>cameraFar</B></PRE>
|
|
<DL>
|
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<DL>
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</DL>
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</DL>
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<HR>
|
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|
|
<A NAME="cameraAspect"><!-- --></A><H3>
|
|
cameraAspect</H3>
|
|
<PRE>
|
|
public float <B>cameraAspect</B></PRE>
|
|
<DL>
|
|
<DD>Aspect ratio of camera's view.
|
|
<P>
|
|
<DL>
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</DL>
|
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</DL>
|
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<HR>
|
|
|
|
<A NAME="projection"><!-- --></A><H3>
|
|
projection</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>projection</B></PRE>
|
|
<DL>
|
|
<DD>Current projection matrix.
|
|
<P>
|
|
<DL>
|
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</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="MAX_LIGHTS"><!-- --></A><H3>
|
|
MAX_LIGHTS</H3>
|
|
<PRE>
|
|
public static final int <B>MAX_LIGHTS</B></PRE>
|
|
<DL>
|
|
<DD>Maximum lights by default is 8, which is arbitrary for this renderer,
|
|
but is the minimum defined by OpenGL
|
|
<P>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.MAX_LIGHTS">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightCount"><!-- --></A><H3>
|
|
lightCount</H3>
|
|
<PRE>
|
|
public int <B>lightCount</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
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<HR>
|
|
|
|
<A NAME="lightType"><!-- --></A><H3>
|
|
lightType</H3>
|
|
<PRE>
|
|
public int[] <B>lightType</B></PRE>
|
|
<DL>
|
|
<DD>Light types
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightPosition"><!-- --></A><H3>
|
|
lightPosition</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PVector.html" title="class in processing.core">PVector</A>[] <B>lightPosition</B></PRE>
|
|
<DL>
|
|
<DD>Light positions
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightNormal"><!-- --></A><H3>
|
|
lightNormal</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PVector.html" title="class in processing.core">PVector</A>[] <B>lightNormal</B></PRE>
|
|
<DL>
|
|
<DD>Light direction (normalized vector)
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightFalloffConstant"><!-- --></A><H3>
|
|
lightFalloffConstant</H3>
|
|
<PRE>
|
|
public float[] <B>lightFalloffConstant</B></PRE>
|
|
<DL>
|
|
<DD>Light falloff
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightFalloffLinear"><!-- --></A><H3>
|
|
lightFalloffLinear</H3>
|
|
<PRE>
|
|
public float[] <B>lightFalloffLinear</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightFalloffQuadratic"><!-- --></A><H3>
|
|
lightFalloffQuadratic</H3>
|
|
<PRE>
|
|
public float[] <B>lightFalloffQuadratic</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightSpotAngle"><!-- --></A><H3>
|
|
lightSpotAngle</H3>
|
|
<PRE>
|
|
public float[] <B>lightSpotAngle</B></PRE>
|
|
<DL>
|
|
<DD>Light spot angle
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightSpotAngleCos"><!-- --></A><H3>
|
|
lightSpotAngleCos</H3>
|
|
<PRE>
|
|
public float[] <B>lightSpotAngleCos</B></PRE>
|
|
<DL>
|
|
<DD>Cosine of light spot angle
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightSpotConcentration"><!-- --></A><H3>
|
|
lightSpotConcentration</H3>
|
|
<PRE>
|
|
public float[] <B>lightSpotConcentration</B></PRE>
|
|
<DL>
|
|
<DD>Light spot concentration
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightDiffuse"><!-- --></A><H3>
|
|
lightDiffuse</H3>
|
|
<PRE>
|
|
public float[][] <B>lightDiffuse</B></PRE>
|
|
<DL>
|
|
<DD>Diffuse colors for lights.
|
|
For an ambient light, this will hold the ambient color.
|
|
Internally these are stored as numbers between 0 and 1.
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="lightSpecular"><!-- --></A><H3>
|
|
lightSpecular</H3>
|
|
<PRE>
|
|
public float[][] <B>lightSpecular</B></PRE>
|
|
<DL>
|
|
<DD>Specular colors for lights.
|
|
Internally these are stored as numbers between 0 and 1.
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="currentLightSpecular"><!-- --></A><H3>
|
|
currentLightSpecular</H3>
|
|
<PRE>
|
|
public float[] <B>currentLightSpecular</B></PRE>
|
|
<DL>
|
|
<DD>Current specular color for lighting
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="currentLightFalloffConstant"><!-- --></A><H3>
|
|
currentLightFalloffConstant</H3>
|
|
<PRE>
|
|
public float <B>currentLightFalloffConstant</B></PRE>
|
|
<DL>
|
|
<DD>Current light falloff
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="currentLightFalloffLinear"><!-- --></A><H3>
|
|
currentLightFalloffLinear</H3>
|
|
<PRE>
|
|
public float <B>currentLightFalloffLinear</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="currentLightFalloffQuadratic"><!-- --></A><H3>
|
|
currentLightFalloffQuadratic</H3>
|
|
<PRE>
|
|
public float <B>currentLightFalloffQuadratic</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_DIFFUSE_R"><!-- --></A><H3>
|
|
TRI_DIFFUSE_R</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_DIFFUSE_R</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_DIFFUSE_R">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_DIFFUSE_G"><!-- --></A><H3>
|
|
TRI_DIFFUSE_G</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_DIFFUSE_G</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_DIFFUSE_G">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_DIFFUSE_B"><!-- --></A><H3>
|
|
TRI_DIFFUSE_B</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_DIFFUSE_B</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_DIFFUSE_B">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_DIFFUSE_A"><!-- --></A><H3>
|
|
TRI_DIFFUSE_A</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_DIFFUSE_A</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_DIFFUSE_A">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_SPECULAR_R"><!-- --></A><H3>
|
|
TRI_SPECULAR_R</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_SPECULAR_R</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_SPECULAR_R">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_SPECULAR_G"><!-- --></A><H3>
|
|
TRI_SPECULAR_G</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_SPECULAR_G</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_SPECULAR_G">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_SPECULAR_B"><!-- --></A><H3>
|
|
TRI_SPECULAR_B</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_SPECULAR_B</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_SPECULAR_B">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="TRI_COLOR_COUNT"><!-- --></A><H3>
|
|
TRI_COLOR_COUNT</H3>
|
|
<PRE>
|
|
public static final int <B>TRI_COLOR_COUNT</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
<DT><B>See Also:</B><DD><A HREF="../../constant-values.html#processing.core.PGraphics3D.TRI_COLOR_COUNT">Constant Field Values</A></DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="smoothTriangle"><!-- --></A><H3>
|
|
smoothTriangle</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PSmoothTriangle.html" title="class in processing.core">PSmoothTriangle</A> <B>smoothTriangle</B></PRE>
|
|
<DL>
|
|
<DD>Used for anti-aliased and perspective corrected rendering.
|
|
<P>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="line"><!-- --></A><H3>
|
|
line</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PLine.html" title="class in processing.core">PLine</A> <B>line</B></PRE>
|
|
<DL>
|
|
<DL>
|
|
</DL>
|
|
</DL>
|
|
<HR>
|
|
|
|
<A NAME="triangle"><!-- --></A><H3>
|
|
triangle</H3>
|
|
<PRE>
|
|
public <A HREF="../../processing/core/PTriangle.html" title="class in processing.core">PTriangle</A> <B>triangle</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="PGraphics3D()"><!-- --></A><H3>
|
|
PGraphics3D</H3>
|
|
<PRE>
|
|
public <B>PGraphics3D</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="setSize(int, int)"><!-- --></A><H3>
|
|
setSize</H3>
|
|
<PRE>
|
|
public void <B>setSize</B>(int iwidth,
|
|
int iheight)</PRE>
|
|
<DL>
|
|
<DD>Called in response to a resize event, handles setting the
|
|
new width and height internally, as well as re-allocating
|
|
the pixel buffer for the new size.
|
|
|
|
Note that this will nuke any cameraMode() settings.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#setSize(int, int)">setSize</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/PGraphics.html#beginDraw()">beginDraw</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="endDraw()"><!-- --></A><H3>
|
|
endDraw</H3>
|
|
<PRE>
|
|
public void <B>endDraw</B>()</PRE>
|
|
<DL>
|
|
<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/PGraphics.html#endDraw()">endDraw</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="hint(int)"><!-- --></A><H3>
|
|
hint</H3>
|
|
<PRE>
|
|
public void <B>hint</B>(int 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/PGraphics.html#hint(int)">hint</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="beginShape(int)"><!-- --></A><H3>
|
|
beginShape</H3>
|
|
<PRE>
|
|
public void <B>beginShape</B>(int kind)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#beginShape(int)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#beginShape(int)">beginShape</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="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><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#texture(processing.core.PImage)">PGraphics</A></CODE></B></DD>
|
|
<DD>Set texture image for current shape.
|
|
Needs to be called between @see beginShape and @see endShape
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#texture(processing.core.PImage)">texture</A></CODE> in class <CODE><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></CODE></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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#vertex(float, float)">vertex</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="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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#vertex(float, float, float, float)">vertex</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="endShape(int)"><!-- --></A><H3>
|
|
endShape</H3>
|
|
<PRE>
|
|
public void <B>endShape</B>(int mode)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#endShape(int)">endShape</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="flush()"><!-- --></A><H3>
|
|
flush</H3>
|
|
<PRE>
|
|
public void <B>flush</B>()</PRE>
|
|
<DL>
|
|
<DD>Emit any sorted geometry that's been collected on this frame.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#flush()">flush</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="box(float, float, float)"><!-- --></A><H3>
|
|
box</H3>
|
|
<PRE>
|
|
public void <B>box</B>(float w,
|
|
float h,
|
|
float d)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#box(float, float, float)">box</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="sphere(float)"><!-- --></A><H3>
|
|
sphere</H3>
|
|
<PRE>
|
|
public void <B>sphere</B>(float r)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#sphere(float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#sphere(float)">sphere</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="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/PGraphics.html#smooth()">smooth</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="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/PGraphics.html#noSmooth()">noSmooth</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="pushMatrix()"><!-- --></A><H3>
|
|
pushMatrix</H3>
|
|
<PRE>
|
|
public void <B>pushMatrix</B>()</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#pushMatrix()">PGraphics</A></CODE></B></DD>
|
|
<DD>Push a copy of the current transformation matrix onto the stack.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#pushMatrix()">pushMatrix</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="popMatrix()"><!-- --></A><H3>
|
|
popMatrix</H3>
|
|
<PRE>
|
|
public void <B>popMatrix</B>()</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#popMatrix()">PGraphics</A></CODE></B></DD>
|
|
<DD>Replace the current transformation matrix with the top of the stack.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#popMatrix()">popMatrix</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="translate(float, float)"><!-- --></A><H3>
|
|
translate</H3>
|
|
<PRE>
|
|
public void <B>translate</B>(float tx,
|
|
float ty)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#translate(float, float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Translate in X and Y.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#translate(float, float)">translate</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="translate(float, float, float)"><!-- --></A><H3>
|
|
translate</H3>
|
|
<PRE>
|
|
public void <B>translate</B>(float tx,
|
|
float ty,
|
|
float tz)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#translate(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Translate in X, Y, and Z.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#translate(float, float, float)">translate</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="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.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#rotate(float)">rotate</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="rotateX(float)"><!-- --></A><H3>
|
|
rotateX</H3>
|
|
<PRE>
|
|
public void <B>rotateX</B>(float angle)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#rotateX(float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Rotate around the X axis.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#rotateX(float)">rotateX</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="rotateY(float)"><!-- --></A><H3>
|
|
rotateY</H3>
|
|
<PRE>
|
|
public void <B>rotateY</B>(float angle)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#rotateY(float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Rotate around the Y axis.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#rotateY(float)">rotateY</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="rotateZ(float)"><!-- --></A><H3>
|
|
rotateZ</H3>
|
|
<PRE>
|
|
public void <B>rotateZ</B>(float angle)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#rotateZ(float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#rotateZ(float)">rotateZ</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="rotate(float, float, float, float)"><!-- --></A><H3>
|
|
rotate</H3>
|
|
<PRE>
|
|
public void <B>rotate</B>(float angle,
|
|
float v0,
|
|
float v1,
|
|
float v2)</PRE>
|
|
<DL>
|
|
<DD>Rotate around an arbitrary vector, similar to glRotate(),
|
|
except that it takes radians (instead of degrees).
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#rotate(float, float, float, float)">rotate</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="scale(float)"><!-- --></A><H3>
|
|
scale</H3>
|
|
<PRE>
|
|
public void <B>scale</B>(float s)</PRE>
|
|
<DL>
|
|
<DD>Same as scale(s, s, s).
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#scale(float)">scale</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="scale(float, float)"><!-- --></A><H3>
|
|
scale</H3>
|
|
<PRE>
|
|
public void <B>scale</B>(float sx,
|
|
float sy)</PRE>
|
|
<DL>
|
|
<DD>Same as scale(sx, sy, 1).
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#scale(float, float)">scale</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="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 three dimensions.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#scale(float, float, float)">scale</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="resetMatrix()"><!-- --></A><H3>
|
|
resetMatrix</H3>
|
|
<PRE>
|
|
public void <B>resetMatrix</B>()</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#resetMatrix()">PGraphics</A></CODE></B></DD>
|
|
<DD>Set the current transformation matrix to identity.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#resetMatrix()">resetMatrix</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="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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix2D)">applyMatrix</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="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><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#applyMatrix(float, float, float, float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Apply a 3x2 affine transformation matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#applyMatrix(float, float, float, float, float, float)">applyMatrix</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="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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#applyMatrix(processing.core.PMatrix3D)">applyMatrix</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="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. Same as glMultMatrix().
|
|
This call will be slow because it will try to calculate the
|
|
inverse of the transform. So avoid it whenever possible.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><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></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="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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#getMatrix()">getMatrix</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="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><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#getMatrix(processing.core.PMatrix3D)">PGraphics</A></CODE></B></DD>
|
|
<DD>Copy the current transformation matrix into the specified target.
|
|
Pass in null to create a new matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#getMatrix(processing.core.PMatrix3D)">getMatrix</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="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><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix2D)">PGraphics</A></CODE></B></DD>
|
|
<DD>Set the current transformation to the contents of the specified source.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix2D)">setMatrix</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="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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#setMatrix(processing.core.PMatrix3D)">setMatrix</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="printMatrix()"><!-- --></A><H3>
|
|
printMatrix</H3>
|
|
<PRE>
|
|
public void <B>printMatrix</B>()</PRE>
|
|
<DL>
|
|
<DD>Print the current model (or "transformation") matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#printMatrix()">printMatrix</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="beginCamera()"><!-- --></A><H3>
|
|
beginCamera</H3>
|
|
<PRE>
|
|
public void <B>beginCamera</B>()</PRE>
|
|
<DL>
|
|
<DD>Set matrix mode to the camera matrix (instead of the current
|
|
transformation matrix). This means applyMatrix, resetMatrix, etc.
|
|
will affect the camera.
|
|
<P>
|
|
Note that the camera matrix is *not* the perspective matrix,
|
|
it is in front of the modelview matrix (hence the name "model"
|
|
and "view" for that matrix).
|
|
<P>
|
|
beginCamera() specifies that all coordinate transforms until endCamera()
|
|
should be pre-applied in inverse to the camera transform matrix.
|
|
Note that this is only challenging when a user specifies an arbitrary
|
|
matrix with applyMatrix(). Then that matrix will need to be inverted,
|
|
which may not be possible. But take heart, if a user is applying a
|
|
non-invertible matrix to the camera transform, then he is clearly
|
|
up to no good, and we can wash our hands of those bad intentions.
|
|
<P>
|
|
begin/endCamera clauses do not automatically reset the camera transform
|
|
matrix. That's because we set up a nice default camera transform int
|
|
setup(), and we expect it to hold through draw(). So we don't reset
|
|
the camera transform matrix at the top of draw(). That means that an
|
|
innocuous-looking clause like
|
|
<PRE>
|
|
beginCamera();
|
|
translate(0, 0, 10);
|
|
endCamera();
|
|
</PRE>
|
|
at the top of draw(), will result in a runaway camera that shoots
|
|
infinitely out of the screen over time. In order to prevent this,
|
|
it is necessary to call some function that does a hard reset of the
|
|
camera transform matrix inside of begin/endCamera. Two options are
|
|
<PRE>
|
|
camera(); // sets up the nice default camera transform
|
|
resetMatrix(); // sets up the identity camera transform
|
|
</PRE>
|
|
So to rotate a camera a constant amount, you might try
|
|
<PRE>
|
|
beginCamera();
|
|
camera();
|
|
rotateY(PI/8);
|
|
endCamera();
|
|
</PRE>
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#beginCamera()">beginCamera</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="endCamera()"><!-- --></A><H3>
|
|
endCamera</H3>
|
|
<PRE>
|
|
public void <B>endCamera</B>()</PRE>
|
|
<DL>
|
|
<DD>Record the current settings into the camera matrix, and set
|
|
the matrix mode back to the current transformation matrix.
|
|
<P>
|
|
Note that this will destroy any settings to scale(), translate(),
|
|
or whatever, because the final camera matrix will be copied
|
|
(not multiplied) into the modelview.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#endCamera()">endCamera</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="camera()"><!-- --></A><H3>
|
|
camera</H3>
|
|
<PRE>
|
|
public void <B>camera</B>()</PRE>
|
|
<DL>
|
|
<DD>Set camera to the default settings.
|
|
<P>
|
|
Processing camera behavior:
|
|
<P>
|
|
Camera behavior can be split into two separate components, camera
|
|
transformation, and projection. The transformation corresponds to the
|
|
physical location, orientation, and scale of the camera. In a physical
|
|
camera metaphor, this is what can manipulated by handling the camera
|
|
body (with the exception of scale, which doesn't really have a physcial
|
|
analog). The projection corresponds to what can be changed by
|
|
manipulating the lens.
|
|
<P>
|
|
We maintain separate matrices to represent the camera transform and
|
|
projection. An important distinction between the two is that the camera
|
|
transform should be invertible, where the projection matrix should not,
|
|
since it serves to map three dimensions to two. It is possible to bake
|
|
the two matrices into a single one just by multiplying them together,
|
|
but it isn't a good idea, since lighting, z-ordering, and z-buffering
|
|
all demand a true camera z coordinate after modelview and camera
|
|
transforms have been applied but before projection. If the camera
|
|
transform and projection are combined there is no way to recover a
|
|
good camera-space z-coordinate from a model coordinate.
|
|
<P>
|
|
Fortunately, there are no functions that manipulate both camera
|
|
transformation and projection.
|
|
<P>
|
|
camera() sets the camera position, orientation, and center of the scene.
|
|
It replaces the camera transform with a new one. This is different from
|
|
gluLookAt(), but I think the only reason that GLU's lookat doesn't fully
|
|
replace the camera matrix with the new one, but instead multiplies it,
|
|
is that GL doesn't enforce the separation of camera transform and
|
|
projection, so it wouldn't be safe (you'd probably stomp your projection).
|
|
<P>
|
|
The transformation functions are the same ones used to manipulate the
|
|
modelview matrix (scale, translate, rotate, etc.). But they are bracketed
|
|
with beginCamera(), endCamera() to indicate that they should apply
|
|
(in inverse), to the camera transformation matrix.
|
|
<P>
|
|
This differs considerably from camera transformation in OpenGL.
|
|
OpenGL only lets you say, apply everything from here out to the
|
|
projection or modelview matrix. This makes it very hard to treat camera
|
|
manipulation as if it were a physical camera. Imagine that you want to
|
|
move your camera 100 units forward. In OpenGL, you need to apply the
|
|
inverse of that transformation or else you'll move your scene 100 units
|
|
forward--whether or not you've specified modelview or projection matrix.
|
|
Remember they're just multiplied by model coods one after another.
|
|
So in order to treat a camera like a physical camera, it is necessary
|
|
to pre-apply inverse transforms to a matrix that will be applied to model
|
|
coordinates. OpenGL provides nothing of this sort, but Processing does!
|
|
This is the camera transform matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#camera()">camera</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="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>More flexible method for dealing with camera().
|
|
<P>
|
|
The actual call is like gluLookat. Here's the real skinny on
|
|
what does what:
|
|
<PRE>
|
|
camera(); or
|
|
camera(ex, ey, ez, cx, cy, cz, ux, uy, uz);
|
|
</PRE>
|
|
do not need to be called from with beginCamera();/endCamera();
|
|
That's because they always apply to the camera transformation,
|
|
and they always totally replace it. That means that any coordinate
|
|
transforms done before camera(); in draw() will be wiped out.
|
|
It also means that camera() always operates in untransformed world
|
|
coordinates. Therefore it is always redundant to call resetMatrix();
|
|
before camera(); This isn't technically true of gluLookat, but it's
|
|
pretty much how it's used.
|
|
<P>
|
|
Now, beginCamera(); and endCamera(); are useful if you want to move
|
|
the camera around using transforms like translate(), etc. They will
|
|
wipe out any coordinate system transforms that occur before them in
|
|
draw(), but they will not automatically wipe out the camera transform.
|
|
This means that they should be at the top of draw(). It also means
|
|
that the following:
|
|
<PRE>
|
|
beginCamera();
|
|
rotateY(PI/8);
|
|
endCamera();
|
|
</PRE>
|
|
will result in a camera that spins without stopping. If you want to
|
|
just rotate a small constant amount, try this:
|
|
<PRE>
|
|
beginCamera();
|
|
camera(); // sets up the default view
|
|
rotateY(PI/8);
|
|
endCamera();
|
|
</PRE>
|
|
That will rotate a little off of the default view. Note that this
|
|
is entirely equivalent to
|
|
<PRE>
|
|
camera(); // sets up the default view
|
|
beginCamera();
|
|
rotateY(PI/8);
|
|
endCamera();
|
|
</PRE>
|
|
because camera() doesn't care whether or not it's inside a
|
|
begin/end clause. Basically it's safe to use camera() or
|
|
camera(ex, ey, ez, cx, cy, cz, ux, uy, uz) as naked calls because
|
|
they do all the matrix resetting automatically.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#camera(float, float, float, float, float, float, float, float, float)">camera</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="printCamera()"><!-- --></A><H3>
|
|
printCamera</H3>
|
|
<PRE>
|
|
public void <B>printCamera</B>()</PRE>
|
|
<DL>
|
|
<DD>Print the current camera matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#printCamera()">printCamera</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="ortho()"><!-- --></A><H3>
|
|
ortho</H3>
|
|
<PRE>
|
|
public void <B>ortho</B>()</PRE>
|
|
<DL>
|
|
<DD>Calls ortho() with the proper parameters for Processing's
|
|
standard orthographic projection.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#ortho()">ortho</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="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>Similar to gluOrtho(), but wipes out the current projection matrix.
|
|
<P>
|
|
Implementation partially based on Mesa's matrix.c.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#ortho(float, float, float, float, float, float)">ortho</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="perspective()"><!-- --></A><H3>
|
|
perspective</H3>
|
|
<PRE>
|
|
public void <B>perspective</B>()</PRE>
|
|
<DL>
|
|
<DD>Calls perspective() with Processing's standard coordinate projection.
|
|
<P>
|
|
Projection functions:
|
|
<UL>
|
|
<LI>frustrum()
|
|
<LI>ortho()
|
|
<LI>perspective()
|
|
</UL>
|
|
Each of these three functions completely replaces the projection
|
|
matrix with a new one. They can be called inside setup(), and their
|
|
effects will be felt inside draw(). At the top of draw(), the projection
|
|
matrix is not reset. Therefore the last projection function to be
|
|
called always dominates. On resize, the default projection is always
|
|
established, which has perspective.
|
|
<P>
|
|
This behavior is pretty much familiar from OpenGL, except where
|
|
functions replace matrices, rather than multiplying against the
|
|
previous.
|
|
<P>
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#perspective()">perspective</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="perspective(float, float, float, float)"><!-- --></A><H3>
|
|
perspective</H3>
|
|
<PRE>
|
|
public void <B>perspective</B>(float fov,
|
|
float aspect,
|
|
float zNear,
|
|
float zFar)</PRE>
|
|
<DL>
|
|
<DD>Similar to gluPerspective(). Implementation based on Mesa's glu.c
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#perspective(float, float, float, float)">perspective</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="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 znear,
|
|
float zfar)</PRE>
|
|
<DL>
|
|
<DD>Same as glFrustum(), except that it wipes out (rather than
|
|
multiplies against) the current perspective matrix.
|
|
<P>
|
|
Implementation based on the explanation in the OpenGL blue book.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#frustum(float, float, float, float, float, float)">frustum</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="printProjection()"><!-- --></A><H3>
|
|
printProjection</H3>
|
|
<PRE>
|
|
public void <B>printProjection</B>()</PRE>
|
|
<DL>
|
|
<DD>Print the current projection matrix.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#printProjection()">printProjection</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="screenX(float, float)"><!-- --></A><H3>
|
|
screenX</H3>
|
|
<PRE>
|
|
public float <B>screenX</B>(float x,
|
|
float y)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#screenX(float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#screenX(float, float)">screenX</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="screenY(float, float)"><!-- --></A><H3>
|
|
screenY</H3>
|
|
<PRE>
|
|
public float <B>screenY</B>(float x,
|
|
float y)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#screenY(float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#screenY(float, float)">screenY</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="screenX(float, float, float)"><!-- --></A><H3>
|
|
screenX</H3>
|
|
<PRE>
|
|
public float <B>screenX</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#screenX(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#screenX(float, float, float)">screenX</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="screenY(float, float, float)"><!-- --></A><H3>
|
|
screenY</H3>
|
|
<PRE>
|
|
public float <B>screenY</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#screenY(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#screenY(float, float, float)">screenY</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="screenZ(float, float, float)"><!-- --></A><H3>
|
|
screenZ</H3>
|
|
<PRE>
|
|
public float <B>screenZ</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#screenZ(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#screenZ(float, float, float)">screenZ</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="modelX(float, float, float)"><!-- --></A><H3>
|
|
modelX</H3>
|
|
<PRE>
|
|
public float <B>modelX</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#modelX(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<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>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#modelX(float, float, float)">modelX</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="modelY(float, float, float)"><!-- --></A><H3>
|
|
modelY</H3>
|
|
<PRE>
|
|
public float <B>modelY</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#modelY(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Returns the model space y value for an x, y, z coordinate.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#modelY(float, float, float)">modelY</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="modelZ(float, float, float)"><!-- --></A><H3>
|
|
modelZ</H3>
|
|
<PRE>
|
|
public float <B>modelZ</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#modelZ(float, float, float)">PGraphics</A></CODE></B></DD>
|
|
<DD>Returns the model space z value for an x, y, z coordinate.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#modelZ(float, float, float)">modelZ</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 join)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#strokeJoin(int)">strokeJoin</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="strokeCap(int)"><!-- --></A><H3>
|
|
strokeCap</H3>
|
|
<PRE>
|
|
public void <B>strokeCap</B>(int cap)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#strokeCap(int)">strokeCap</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="lights()"><!-- --></A><H3>
|
|
lights</H3>
|
|
<PRE>
|
|
public void <B>lights</B>()</PRE>
|
|
<DL>
|
|
<DD>Sets up an ambient and directional light.
|
|
<PRE>
|
|
The Lighting Skinny:
|
|
|
|
The way lighting works is complicated enough that it's worth
|
|
producing a document to describe it. Lighting calculations proceed
|
|
pretty much exactly as described in the OpenGL red book.
|
|
|
|
Light-affecting material properties:
|
|
|
|
AMBIENT COLOR
|
|
- multiplies by light's ambient component
|
|
- for believability this should match diffuse color
|
|
|
|
DIFFUSE COLOR
|
|
- multiplies by light's diffuse component
|
|
|
|
SPECULAR COLOR
|
|
- multiplies by light's specular component
|
|
- usually less colored than diffuse/ambient
|
|
|
|
SHININESS
|
|
- the concentration of specular effect
|
|
- this should be set pretty high (20-50) to see really
|
|
noticeable specularity
|
|
|
|
EMISSIVE COLOR
|
|
- constant additive color effect
|
|
|
|
Light types:
|
|
|
|
AMBIENT
|
|
- one color
|
|
- no specular color
|
|
- no direction
|
|
- may have falloff (constant, linear, and quadratic)
|
|
- may have position (which matters in non-constant falloff case)
|
|
- multiplies by a material's ambient reflection
|
|
|
|
DIRECTIONAL
|
|
- has diffuse color
|
|
- has specular color
|
|
- has direction
|
|
- no position
|
|
- no falloff
|
|
- multiplies by a material's diffuse and specular reflections
|
|
|
|
POINT
|
|
- has diffuse color
|
|
- has specular color
|
|
- has position
|
|
- no direction
|
|
- may have falloff (constant, linear, and quadratic)
|
|
- multiplies by a material's diffuse and specular reflections
|
|
|
|
SPOT
|
|
- has diffuse color
|
|
- has specular color
|
|
- has position
|
|
- has direction
|
|
- has cone angle (set to half the total cone angle)
|
|
- has concentration value
|
|
- may have falloff (constant, linear, and quadratic)
|
|
- multiplies by a material's diffuse and specular reflections
|
|
|
|
Normal modes:
|
|
|
|
All of the primitives (rect, box, sphere, etc.) have their normals
|
|
set nicely. During beginShape/endShape normals can be set by the user.
|
|
|
|
AUTO-NORMAL
|
|
- if no normal is set during the shape, we are in auto-normal mode
|
|
- auto-normal calculates one normal per triangle (face-normal mode)
|
|
|
|
SHAPE-NORMAL
|
|
- if one normal is set during the shape, it will be used for
|
|
all vertices
|
|
|
|
VERTEX-NORMAL
|
|
- if multiple normals are set, each normal applies to
|
|
subsequent vertices
|
|
- (except for the first one, which applies to previous
|
|
and subsequent vertices)
|
|
|
|
Efficiency consequences:
|
|
|
|
There is a major efficiency consequence of position-dependent
|
|
lighting calculations per vertex. (See below for determining
|
|
whether lighting is vertex position-dependent.) If there is no
|
|
position dependency then the only factors that affect the lighting
|
|
contribution per vertex are its colors and its normal.
|
|
There is a major efficiency win if
|
|
|
|
1) lighting is not position dependent
|
|
2) we are in AUTO-NORMAL or SHAPE-NORMAL mode
|
|
|
|
because then we can calculate one lighting contribution per shape
|
|
(SHAPE-NORMAL) or per triangle (AUTO-NORMAL) and simply multiply it
|
|
into the vertex colors. The converse is our worst-case performance when
|
|
|
|
1) lighting is position dependent
|
|
2) we are in AUTO-NORMAL mode
|
|
|
|
because then we must calculate lighting per-face * per-vertex.
|
|
Each vertex has a different lighting contribution per face in
|
|
which it appears. Yuck.
|
|
|
|
Determining vertex position dependency:
|
|
|
|
If any of the following factors are TRUE then lighting is
|
|
vertex position dependent:
|
|
|
|
1) Any lights uses non-constant falloff
|
|
2) There are any point or spot lights
|
|
3) There is a light with specular color AND there is a
|
|
material with specular color
|
|
|
|
So worth noting is that default lighting (a no-falloff ambient
|
|
and a directional without specularity) is not position-dependent.
|
|
We should capitalize.
|
|
|
|
Simon Greenwold, April 2005
|
|
</PRE>
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#lights()">lights</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="noLights()"><!-- --></A><H3>
|
|
noLights</H3>
|
|
<PRE>
|
|
public void <B>noLights</B>()</PRE>
|
|
<DL>
|
|
<DD>Turn off all lights.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#noLights()">noLights</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 r,
|
|
float g,
|
|
float b)</PRE>
|
|
<DL>
|
|
<DD>Add an ambient light based on the current color mode.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#ambientLight(float, float, float)">ambientLight</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, float, float, float)"><!-- --></A><H3>
|
|
ambientLight</H3>
|
|
<PRE>
|
|
public void <B>ambientLight</B>(float r,
|
|
float g,
|
|
float b,
|
|
float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<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/PGraphics.html#ambientLight(float, float, float, float, float, float)">ambientLight</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="directionalLight(float, float, float, float, float, float)"><!-- --></A><H3>
|
|
directionalLight</H3>
|
|
<PRE>
|
|
public void <B>directionalLight</B>(float r,
|
|
float g,
|
|
float b,
|
|
float nx,
|
|
float ny,
|
|
float nz)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#directionalLight(float, float, float, float, float, float)">directionalLight</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="pointLight(float, float, float, float, float, float)"><!-- --></A><H3>
|
|
pointLight</H3>
|
|
<PRE>
|
|
public void <B>pointLight</B>(float r,
|
|
float g,
|
|
float b,
|
|
float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#pointLight(float, float, float, float, float, float)">pointLight</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="spotLight(float, float, float, float, float, float, float, float, float, float, float)"><!-- --></A><H3>
|
|
spotLight</H3>
|
|
<PRE>
|
|
public void <B>spotLight</B>(float r,
|
|
float g,
|
|
float b,
|
|
float x,
|
|
float y,
|
|
float z,
|
|
float nx,
|
|
float ny,
|
|
float nz,
|
|
float angle,
|
|
float concentration)</PRE>
|
|
<DL>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#spotLight(float, float, float, float, float, float, float, float, float, float, float)">spotLight</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="lightFalloff(float, float, float)"><!-- --></A><H3>
|
|
lightFalloff</H3>
|
|
<PRE>
|
|
public void <B>lightFalloff</B>(float constant,
|
|
float linear,
|
|
float quadratic)</PRE>
|
|
<DL>
|
|
<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/PGraphics.html#lightFalloff(float, float, float)">lightFalloff</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="lightSpecular(float, float, float)"><!-- --></A><H3>
|
|
lightSpecular</H3>
|
|
<PRE>
|
|
public void <B>lightSpecular</B>(float x,
|
|
float y,
|
|
float z)</PRE>
|
|
<DL>
|
|
<DD>Set the specular color of the last light created.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#lightSpecular(float, float, float)">lightSpecular</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="is2D()"><!-- --></A><H3>
|
|
is2D</H3>
|
|
<PRE>
|
|
public boolean <B>is2D</B>()</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#is2D()">PGraphics</A></CODE></B></DD>
|
|
<DD>Return true if this renderer supports 2D drawing. Defaults to true.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#is2D()">is2D</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="is3D()"><!-- --></A><H3>
|
|
is3D</H3>
|
|
<PRE>
|
|
public boolean <B>is3D</B>()</PRE>
|
|
<DL>
|
|
<DD><B>Description copied from class: <CODE><A HREF="../../processing/core/PGraphics.html#is3D()">PGraphics</A></CODE></B></DD>
|
|
<DD>Return true if this renderer supports 2D drawing. Defaults to true.
|
|
<P>
|
|
<DD><DL>
|
|
<DT><B>Overrides:</B><DD><CODE><A HREF="../../processing/core/PGraphics.html#is3D()">is3D</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>
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