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| processing.core</FONT> |
| <BR> |
| Class PGraphics3D</H2> |
| <PRE> |
| java.lang.Object |
| <IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PImage.html" title="class in processing.core">processing.core.PImage</A> |
| <IMG SRC="../../resources/inherit.gif" ALT="extended by "><A HREF="../../processing/core/PGraphics.html" title="class in processing.core">processing.core.PGraphics</A> |
| <IMG SRC="../../resources/inherit.gif" ALT="extended by "><B>processing.core.PGraphics3D</B> |
| </PRE> |
| <DL> |
| <DT><B>All Implemented Interfaces:</B> <DD>java.lang.Cloneable, <A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></DD> |
| </DL> |
| <HR> |
| <DL> |
| <DT><PRE>public class <B>PGraphics3D</B><DT>extends <A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></DL> |
| </PRE> |
| |
| <P> |
| Subclass of PGraphics that handles 3D rendering. |
| It can render 3D inside a browser window and requires no plug-ins. |
| <p/> |
| The renderer is mostly set up based on the structure of the OpenGL API, |
| if you have questions about specifics that aren't covered here, |
| look for reference on the OpenGL implementation of a similar feature. |
| <p/> |
| Lighting and camera implementation by Simon Greenwold. |
| <P> |
| |
| <P> |
| <HR> |
| |
| <P> |
| <!-- =========== FIELD SUMMARY =========== --> |
| |
| <A NAME="field_summary"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
| <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
| <B>Field Summary</B></FONT></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> <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#camera">camera</A></B></CODE> |
| |
| <BR> |
| The camera matrix, the modelview will be set to this on beginDraw.</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#cameraAspect">cameraAspect</A></B></CODE> |
| |
| <BR> |
| Aspect ratio of camera's view.</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#cameraFar">cameraFar</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraFOV">cameraFOV</A></B></CODE> |
| |
| <BR> |
| Camera field of view.</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#cameraNear">cameraNear</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#cameraX">cameraX</A></B></CODE> |
| |
| <BR> |
| Position of the camera.</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#cameraY">cameraY</A></B></CODE> |
| |
| <BR> |
| Position of the camera.</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#cameraZ">cameraZ</A></B></CODE> |
| |
| <BR> |
| Position of the camera.</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#currentLightFalloffConstant">currentLightFalloffConstant</A></B></CODE> |
| |
| <BR> |
| Current light falloff</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#currentLightFalloffLinear">currentLightFalloffLinear</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightFalloffQuadratic">currentLightFalloffQuadratic</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#currentLightSpecular">currentLightSpecular</A></B></CODE> |
| |
| <BR> |
| Current specular color for lighting</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightCount">lightCount</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float[][]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightDiffuse">lightDiffuse</A></B></CODE> |
| |
| <BR> |
| Diffuse colors for lights.</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#lightFalloffConstant">lightFalloffConstant</A></B></CODE> |
| |
| <BR> |
| Light falloff</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#lightFalloffLinear">lightFalloffLinear</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightFalloffQuadratic">lightFalloffQuadratic</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/PVector.html" title="class in processing.core">PVector</A>[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightNormal">lightNormal</A></B></CODE> |
| |
| <BR> |
| Light direction (normalized vector)</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> <A HREF="../../processing/core/PVector.html" title="class in processing.core">PVector</A>[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightPosition">lightPosition</A></B></CODE> |
| |
| <BR> |
| Light positions</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#lightSpecular">lightSpecular</A></B></CODE> |
| |
| <BR> |
| Specular colors for lights.</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#lightSpotAngle">lightSpotAngle</A></B></CODE> |
| |
| <BR> |
| Light spot angle</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#lightSpotAngleCos">lightSpotAngleCos</A></B></CODE> |
| |
| <BR> |
| Cosine of light spot angle</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#lightSpotConcentration">lightSpotConcentration</A></B></CODE> |
| |
| <BR> |
| Light spot concentration</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> int[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#lightType">lightType</A></B></CODE> |
| |
| <BR> |
| Light types</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> <A HREF="../../processing/core/PLine.html" title="class in processing.core">PLine</A></CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#line">line</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#MAX_LIGHTS">MAX_LIGHTS</A></B></CODE> |
| |
| <BR> |
| Maximum lights by default is 8, which is arbitrary for this renderer, |
| but is the minimum defined by OpenGL</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#modelview">modelview</A></B></CODE> |
| |
| <BR> |
| The modelview matrix.</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#modelviewInv">modelviewInv</A></B></CODE> |
| |
| <BR> |
| Inverse modelview matrix, used for lighting.</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#projection">projection</A></B></CODE> |
| |
| <BR> |
| Current projection matrix.</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> <A HREF="../../processing/core/PSmoothTriangle.html" title="class in processing.core">PSmoothTriangle</A></CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#smoothTriangle">smoothTriangle</A></B></CODE> |
| |
| <BR> |
| Used for anti-aliased and perspective corrected rendering.</TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_COLOR_COUNT">TRI_COLOR_COUNT</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_A">TRI_DIFFUSE_A</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_B">TRI_DIFFUSE_B</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_G">TRI_DIFFUSE_G</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_DIFFUSE_R">TRI_DIFFUSE_R</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_B">TRI_SPECULAR_B</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_G">TRI_SPECULAR_G</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE>static int</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#TRI_SPECULAR_R">TRI_SPECULAR_R</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/PTriangle.html" title="class in processing.core">PTriangle</A></CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#triangle">triangle</A></B></CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> float[]</CODE></FONT></TD> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#zbuffer">zbuffer</A></B></CODE> |
| |
| <BR> |
| The depth buffer.</TD> |
| </TR> |
| </TABLE> |
| <A NAME="fields_inherited_from_class_processing.core.PGraphics"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
| <TH ALIGN="left"><B>Fields inherited from class processing.core.<A HREF="../../processing/core/PGraphics.html" title="class in processing.core">PGraphics</A></B></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE><A HREF="../../processing/core/PGraphics.html#ambientB">ambientB</A>, <A HREF="../../processing/core/PGraphics.html#ambientG">ambientG</A>, <A HREF="../../processing/core/PGraphics.html#ambientR">ambientR</A>, <A HREF="../../processing/core/PGraphics.html#backgroundColor">backgroundColor</A>, <A HREF="../../processing/core/PGraphics.html#bezierDetail">bezierDetail</A>, <A HREF="../../processing/core/PGraphics.html#colorMode">colorMode</A>, <A HREF="../../processing/core/PGraphics.html#colorModeA">colorModeA</A>, <A HREF="../../processing/core/PGraphics.html#colorModeX">colorModeX</A>, <A HREF="../../processing/core/PGraphics.html#colorModeY">colorModeY</A>, <A HREF="../../processing/core/PGraphics.html#colorModeZ">colorModeZ</A>, <A HREF="../../processing/core/PGraphics.html#curveTightness">curveTightness</A>, <A HREF="../../processing/core/PGraphics.html#edge">edge</A>, <A HREF="../../processing/core/PGraphics.html#ellipseMode">ellipseMode</A>, <A HREF="../../processing/core/PGraphics.html#emissiveB">emissiveB</A>, <A HREF="../../processing/core/PGraphics.html#emissiveG">emissiveG</A>, <A HREF="../../processing/core/PGraphics.html#emissiveR">emissiveR</A>, <A HREF="../../processing/core/PGraphics.html#fill">fill</A>, <A HREF="../../processing/core/PGraphics.html#fillColor">fillColor</A>, <A HREF="../../processing/core/PGraphics.html#image">image</A>, <A HREF="../../processing/core/PGraphics.html#imageMode">imageMode</A>, <A HREF="../../processing/core/PGraphics.html#normalX">normalX</A>, <A HREF="../../processing/core/PGraphics.html#normalY">normalY</A>, <A HREF="../../processing/core/PGraphics.html#normalZ">normalZ</A>, <A HREF="../../processing/core/PGraphics.html#pixelCount">pixelCount</A>, <A HREF="../../processing/core/PGraphics.html#rectMode">rectMode</A>, <A HREF="../../processing/core/PGraphics.html#shapeMode">shapeMode</A>, <A HREF="../../processing/core/PGraphics.html#shininess">shininess</A>, <A HREF="../../processing/core/PGraphics.html#smooth">smooth</A>, <A HREF="../../processing/core/PGraphics.html#specularB">specularB</A>, <A HREF="../../processing/core/PGraphics.html#specularG">specularG</A>, <A HREF="../../processing/core/PGraphics.html#specularR">specularR</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetailU">sphereDetailU</A>, <A HREF="../../processing/core/PGraphics.html#sphereDetailV">sphereDetailV</A>, <A HREF="../../processing/core/PGraphics.html#stroke">stroke</A>, <A HREF="../../processing/core/PGraphics.html#strokeCap">strokeCap</A>, <A HREF="../../processing/core/PGraphics.html#strokeColor">strokeColor</A>, <A HREF="../../processing/core/PGraphics.html#strokeJoin">strokeJoin</A>, <A HREF="../../processing/core/PGraphics.html#strokeWeight">strokeWeight</A>, <A HREF="../../processing/core/PGraphics.html#textAlign">textAlign</A>, <A HREF="../../processing/core/PGraphics.html#textAlignY">textAlignY</A>, <A HREF="../../processing/core/PGraphics.html#textFont">textFont</A>, <A HREF="../../processing/core/PGraphics.html#textLeading">textLeading</A>, <A HREF="../../processing/core/PGraphics.html#textMode">textMode</A>, <A HREF="../../processing/core/PGraphics.html#textSize">textSize</A>, <A HREF="../../processing/core/PGraphics.html#textureImage">textureImage</A>, <A HREF="../../processing/core/PGraphics.html#textureMode">textureMode</A>, <A HREF="../../processing/core/PGraphics.html#textureU">textureU</A>, <A HREF="../../processing/core/PGraphics.html#textureV">textureV</A>, <A HREF="../../processing/core/PGraphics.html#tint">tint</A>, <A HREF="../../processing/core/PGraphics.html#tintColor">tintColor</A></CODE></TD> |
| </TR> |
| </TABLE> |
| <A NAME="fields_inherited_from_class_processing.core.PImage"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
| <TH ALIGN="left"><B>Fields inherited from class processing.core.<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></B></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE><A HREF="../../processing/core/PImage.html#format">format</A>, <A HREF="../../processing/core/PImage.html#height">height</A>, <A HREF="../../processing/core/PImage.html#parent">parent</A>, <A HREF="../../processing/core/PImage.html#pixels">pixels</A>, <A HREF="../../processing/core/PImage.html#width">width</A></CODE></TD> |
| </TR> |
| </TABLE> |
| <A NAME="fields_inherited_from_class_processing.core.PConstants"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
| <TH ALIGN="left"><B>Fields inherited from interface processing.core.<A HREF="../../processing/core/PConstants.html" title="interface in processing.core">PConstants</A></B></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE><A HREF="../../processing/core/PConstants.html#A">A</A>, <A HREF="../../processing/core/PConstants.html#AB">AB</A>, <A HREF="../../processing/core/PConstants.html#ADD">ADD</A>, <A HREF="../../processing/core/PConstants.html#AG">AG</A>, <A HREF="../../processing/core/PConstants.html#ALPHA">ALPHA</A>, <A HREF="../../processing/core/PConstants.html#ALPHA_MASK">ALPHA_MASK</A>, <A HREF="../../processing/core/PConstants.html#ALT">ALT</A>, <A HREF="../../processing/core/PConstants.html#AMBIENT">AMBIENT</A>, <A HREF="../../processing/core/PConstants.html#AR">AR</A>, <A HREF="../../processing/core/PConstants.html#ARC">ARC</A>, <A HREF="../../processing/core/PConstants.html#ARGB">ARGB</A>, <A HREF="../../processing/core/PConstants.html#ARROW">ARROW</A>, <A HREF="../../processing/core/PConstants.html#B">B</A>, <A HREF="../../processing/core/PConstants.html#BACKSPACE">BACKSPACE</A>, <A HREF="../../processing/core/PConstants.html#BASELINE">BASELINE</A>, <A HREF="../../processing/core/PConstants.html#BEEN_LIT">BEEN_LIT</A>, <A HREF="../../processing/core/PConstants.html#BEVEL">BEVEL</A>, <A HREF="../../processing/core/PConstants.html#BLEND">BLEND</A>, <A HREF="../../processing/core/PConstants.html#BLUE_MASK">BLUE_MASK</A>, <A HREF="../../processing/core/PConstants.html#BLUR">BLUR</A>, <A HREF="../../processing/core/PConstants.html#BOTTOM">BOTTOM</A>, <A HREF="../../processing/core/PConstants.html#BOX">BOX</A>, <A HREF="../../processing/core/PConstants.html#BURN">BURN</A>, <A HREF="../../processing/core/PConstants.html#CENTER">CENTER</A>, <A HREF="../../processing/core/PConstants.html#CENTER_DIAMETER">CENTER_DIAMETER</A>, <A HREF="../../processing/core/PConstants.html#CENTER_RADIUS">CENTER_RADIUS</A>, <A HREF="../../processing/core/PConstants.html#CHATTER">CHATTER</A>, <A HREF="../../processing/core/PConstants.html#CLOSE">CLOSE</A>, <A HREF="../../processing/core/PConstants.html#CMYK">CMYK</A>, <A HREF="../../processing/core/PConstants.html#CODED">CODED</A>, <A HREF="../../processing/core/PConstants.html#COMPLAINT">COMPLAINT</A>, <A HREF="../../processing/core/PConstants.html#CONTROL">CONTROL</A>, <A HREF="../../processing/core/PConstants.html#CORNER">CORNER</A>, <A HREF="../../processing/core/PConstants.html#CORNERS">CORNERS</A>, <A HREF="../../processing/core/PConstants.html#CROSS">CROSS</A>, <A HREF="../../processing/core/PConstants.html#CUSTOM">CUSTOM</A>, <A HREF="../../processing/core/PConstants.html#DA">DA</A>, <A HREF="../../processing/core/PConstants.html#DARKEST">DARKEST</A>, <A HREF="../../processing/core/PConstants.html#DB">DB</A>, <A HREF="../../processing/core/PConstants.html#DEG_TO_RAD">DEG_TO_RAD</A>, <A HREF="../../processing/core/PConstants.html#DELETE">DELETE</A>, <A HREF="../../processing/core/PConstants.html#DG">DG</A>, <A HREF="../../processing/core/PConstants.html#DIAMETER">DIAMETER</A>, <A HREF="../../processing/core/PConstants.html#DIFFERENCE">DIFFERENCE</A>, <A HREF="../../processing/core/PConstants.html#DILATE">DILATE</A>, <A HREF="../../processing/core/PConstants.html#DIRECTIONAL">DIRECTIONAL</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_ACCURATE_TEXTURES">DISABLE_ACCURATE_TEXTURES</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_DEPTH_SORT">DISABLE_DEPTH_SORT</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_DEPTH_TEST">DISABLE_DEPTH_TEST</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_OPENGL_2X_SMOOTH">DISABLE_OPENGL_2X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#DISABLE_OPENGL_ERROR_REPORT">DISABLE_OPENGL_ERROR_REPORT</A>, <A HREF="../../processing/core/PConstants.html#DODGE">DODGE</A>, <A HREF="../../processing/core/PConstants.html#DOWN">DOWN</A>, <A HREF="../../processing/core/PConstants.html#DR">DR</A>, <A HREF="../../processing/core/PConstants.html#DXF">DXF</A>, <A HREF="../../processing/core/PConstants.html#EB">EB</A>, <A HREF="../../processing/core/PConstants.html#EDGE">EDGE</A>, <A HREF="../../processing/core/PConstants.html#EG">EG</A>, <A HREF="../../processing/core/PConstants.html#ELLIPSE">ELLIPSE</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_ACCURATE_TEXTURES">ENABLE_ACCURATE_TEXTURES</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_DEPTH_SORT">ENABLE_DEPTH_SORT</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_DEPTH_TEST">ENABLE_DEPTH_TEST</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_NATIVE_FONTS">ENABLE_NATIVE_FONTS</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_2X_SMOOTH">ENABLE_OPENGL_2X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_4X_SMOOTH">ENABLE_OPENGL_4X_SMOOTH</A>, <A HREF="../../processing/core/PConstants.html#ENABLE_OPENGL_ERROR_REPORT">ENABLE_OPENGL_ERROR_REPORT</A>, <A HREF="../../processing/core/PConstants.html#ENTER">ENTER</A>, <A HREF="../../processing/core/PConstants.html#EPSILON">EPSILON</A>, <A HREF="../../processing/core/PConstants.html#ER">ER</A>, <A HREF="../../processing/core/PConstants.html#ERODE">ERODE</A>, <A HREF="../../processing/core/PConstants.html#ERROR_BACKGROUND_IMAGE_FORMAT">ERROR_BACKGROUND_IMAGE_FORMAT</A>, <A HREF="../../processing/core/PConstants.html#ERROR_BACKGROUND_IMAGE_SIZE">ERROR_BACKGROUND_IMAGE_SIZE</A>, <A HREF="../../processing/core/PConstants.html#ERROR_PUSHMATRIX_OVERFLOW">ERROR_PUSHMATRIX_OVERFLOW</A>, <A HREF="../../processing/core/PConstants.html#ERROR_PUSHMATRIX_UNDERFLOW">ERROR_PUSHMATRIX_UNDERFLOW</A>, <A HREF="../../processing/core/PConstants.html#ERROR_TEXTFONT_NULL_PFONT">ERROR_TEXTFONT_NULL_PFONT</A>, <A HREF="../../processing/core/PConstants.html#ESC">ESC</A>, <A HREF="../../processing/core/PConstants.html#EXCLUSION">EXCLUSION</A>, <A HREF="../../processing/core/PConstants.html#G">G</A>, <A HREF="../../processing/core/PConstants.html#GIF">GIF</A>, <A HREF="../../processing/core/PConstants.html#GRAY">GRAY</A>, <A HREF="../../processing/core/PConstants.html#GREEN_MASK">GREEN_MASK</A>, <A HREF="../../processing/core/PConstants.html#HALF_PI">HALF_PI</A>, <A HREF="../../processing/core/PConstants.html#HAND">HAND</A>, <A HREF="../../processing/core/PConstants.html#HARD_LIGHT">HARD_LIGHT</A>, <A HREF="../../processing/core/PConstants.html#HINT_COUNT">HINT_COUNT</A>, <A HREF="../../processing/core/PConstants.html#HSB">HSB</A>, <A HREF="../../processing/core/PConstants.html#IMAGE">IMAGE</A>, <A HREF="../../processing/core/PConstants.html#INVERT">INVERT</A>, <A HREF="../../processing/core/PConstants.html#JAVA2D">JAVA2D</A>, <A HREF="../../processing/core/PConstants.html#JPEG">JPEG</A>, <A HREF="../../processing/core/PConstants.html#LEFT">LEFT</A>, <A HREF="../../processing/core/PConstants.html#LIGHTEST">LIGHTEST</A>, <A HREF="../../processing/core/PConstants.html#LINE">LINE</A>, <A HREF="../../processing/core/PConstants.html#LINES">LINES</A>, <A HREF="../../processing/core/PConstants.html#LINUX">LINUX</A>, <A HREF="../../processing/core/PConstants.html#MACOSX">MACOSX</A>, <A HREF="../../processing/core/PConstants.html#MAX_FLOAT">MAX_FLOAT</A>, <A HREF="../../processing/core/PConstants.html#MAX_INT">MAX_INT</A>, <A HREF="../../processing/core/PConstants.html#MIN_FLOAT">MIN_FLOAT</A>, <A HREF="../../processing/core/PConstants.html#MIN_INT">MIN_INT</A>, <A HREF="../../processing/core/PConstants.html#MITER">MITER</A>, <A HREF="../../processing/core/PConstants.html#MODEL">MODEL</A>, <A HREF="../../processing/core/PConstants.html#MOVE">MOVE</A>, <A HREF="../../processing/core/PConstants.html#MULTIPLY">MULTIPLY</A>, <A HREF="../../processing/core/PConstants.html#NORMAL">NORMAL</A>, <A HREF="../../processing/core/PConstants.html#NORMALIZED">NORMALIZED</A>, <A HREF="../../processing/core/PConstants.html#NX">NX</A>, <A HREF="../../processing/core/PConstants.html#NY">NY</A>, <A HREF="../../processing/core/PConstants.html#NZ">NZ</A>, <A HREF="../../processing/core/PConstants.html#OPAQUE">OPAQUE</A>, <A HREF="../../processing/core/PConstants.html#OPEN">OPEN</A>, <A HREF="../../processing/core/PConstants.html#OPENGL">OPENGL</A>, <A HREF="../../processing/core/PConstants.html#ORTHOGRAPHIC">ORTHOGRAPHIC</A>, <A HREF="../../processing/core/PConstants.html#OTHER">OTHER</A>, <A HREF="../../processing/core/PConstants.html#OVERLAY">OVERLAY</A>, <A HREF="../../processing/core/PConstants.html#P2D">P2D</A>, <A HREF="../../processing/core/PConstants.html#P3D">P3D</A>, <A HREF="../../processing/core/PConstants.html#PATH">PATH</A>, <A HREF="../../processing/core/PConstants.html#PDF">PDF</A>, <A HREF="../../processing/core/PConstants.html#PERSPECTIVE">PERSPECTIVE</A>, <A HREF="../../processing/core/PConstants.html#PI">PI</A>, <A HREF="../../processing/core/PConstants.html#platformNames">platformNames</A>, <A HREF="../../processing/core/PConstants.html#POINT">POINT</A>, <A HREF="../../processing/core/PConstants.html#POINTS">POINTS</A>, <A HREF="../../processing/core/PConstants.html#POLYGON">POLYGON</A>, <A HREF="../../processing/core/PConstants.html#POSTERIZE">POSTERIZE</A>, <A HREF="../../processing/core/PConstants.html#PROBLEM">PROBLEM</A>, <A HREF="../../processing/core/PConstants.html#PROJECT">PROJECT</A>, <A HREF="../../processing/core/PConstants.html#QUAD">QUAD</A>, <A HREF="../../processing/core/PConstants.html#QUAD_STRIP">QUAD_STRIP</A>, <A HREF="../../processing/core/PConstants.html#QUADS">QUADS</A>, <A HREF="../../processing/core/PConstants.html#QUARTER_PI">QUARTER_PI</A>, <A HREF="../../processing/core/PConstants.html#R">R</A>, <A HREF="../../processing/core/PConstants.html#RAD_TO_DEG">RAD_TO_DEG</A>, <A HREF="../../processing/core/PConstants.html#RADIUS">RADIUS</A>, <A HREF="../../processing/core/PConstants.html#RECT">RECT</A>, <A HREF="../../processing/core/PConstants.html#RED_MASK">RED_MASK</A>, <A HREF="../../processing/core/PConstants.html#REPLACE">REPLACE</A>, <A HREF="../../processing/core/PConstants.html#RETURN">RETURN</A>, <A HREF="../../processing/core/PConstants.html#RGB">RGB</A>, <A HREF="../../processing/core/PConstants.html#RIGHT">RIGHT</A>, <A HREF="../../processing/core/PConstants.html#ROUND">ROUND</A>, <A HREF="../../processing/core/PConstants.html#SA">SA</A>, <A HREF="../../processing/core/PConstants.html#SB">SB</A>, <A HREF="../../processing/core/PConstants.html#SCREEN">SCREEN</A>, <A HREF="../../processing/core/PConstants.html#SG">SG</A>, <A HREF="../../processing/core/PConstants.html#SHAPE">SHAPE</A>, <A HREF="../../processing/core/PConstants.html#SHIFT">SHIFT</A>, <A HREF="../../processing/core/PConstants.html#SHINE">SHINE</A>, <A HREF="../../processing/core/PConstants.html#SOFT_LIGHT">SOFT_LIGHT</A>, <A HREF="../../processing/core/PConstants.html#SPB">SPB</A>, <A HREF="../../processing/core/PConstants.html#SPG">SPG</A>, <A HREF="../../processing/core/PConstants.html#SPHERE">SPHERE</A>, <A HREF="../../processing/core/PConstants.html#SPOT">SPOT</A>, <A HREF="../../processing/core/PConstants.html#SPR">SPR</A>, <A HREF="../../processing/core/PConstants.html#SQUARE">SQUARE</A>, <A HREF="../../processing/core/PConstants.html#SR">SR</A>, <A HREF="../../processing/core/PConstants.html#SUBTRACT">SUBTRACT</A>, <A HREF="../../processing/core/PConstants.html#SW">SW</A>, <A HREF="../../processing/core/PConstants.html#TAB">TAB</A>, <A HREF="../../processing/core/PConstants.html#TARGA">TARGA</A>, <A HREF="../../processing/core/PConstants.html#TEXT">TEXT</A>, <A HREF="../../processing/core/PConstants.html#THIRD_PI">THIRD_PI</A>, <A HREF="../../processing/core/PConstants.html#THRESHOLD">THRESHOLD</A>, <A HREF="../../processing/core/PConstants.html#TIFF">TIFF</A>, <A HREF="../../processing/core/PConstants.html#TOP">TOP</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE">TRIANGLE</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE_FAN">TRIANGLE_FAN</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLE_STRIP">TRIANGLE_STRIP</A>, <A HREF="../../processing/core/PConstants.html#TRIANGLES">TRIANGLES</A>, <A HREF="../../processing/core/PConstants.html#TWO_PI">TWO_PI</A>, <A HREF="../../processing/core/PConstants.html#TX">TX</A>, <A HREF="../../processing/core/PConstants.html#TY">TY</A>, <A HREF="../../processing/core/PConstants.html#TZ">TZ</A>, <A HREF="../../processing/core/PConstants.html#U">U</A>, <A HREF="../../processing/core/PConstants.html#UP">UP</A>, <A HREF="../../processing/core/PConstants.html#V">V</A>, <A HREF="../../processing/core/PConstants.html#VERTEX_FIELD_COUNT">VERTEX_FIELD_COUNT</A>, <A HREF="../../processing/core/PConstants.html#VW">VW</A>, <A HREF="../../processing/core/PConstants.html#VX">VX</A>, <A HREF="../../processing/core/PConstants.html#VY">VY</A>, <A HREF="../../processing/core/PConstants.html#VZ">VZ</A>, <A HREF="../../processing/core/PConstants.html#WAIT">WAIT</A>, <A HREF="../../processing/core/PConstants.html#WHITESPACE">WHITESPACE</A>, <A HREF="../../processing/core/PConstants.html#WINDOWS">WINDOWS</A>, <A HREF="../../processing/core/PConstants.html#X">X</A>, <A HREF="../../processing/core/PConstants.html#Y">Y</A>, <A HREF="../../processing/core/PConstants.html#Z">Z</A></CODE></TD> |
| </TR> |
| </TABLE> |
| |
| <!-- ======== CONSTRUCTOR SUMMARY ======== --> |
| |
| <A NAME="constructor_summary"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
| <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
| <B>Constructor Summary</B></FONT></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE><B><A HREF="../../processing/core/PGraphics3D.html#PGraphics3D()">PGraphics3D</A></B>()</CODE> |
| |
| <BR> |
| </TD> |
| </TR> |
| </TABLE> |
| |
| <!-- ========== METHOD SUMMARY =========== --> |
| |
| <A NAME="method_summary"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
| <TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2"> |
| <B>Method Summary</B></FONT></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"> |
| <CODE> 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> |
| </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#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> |
| </TR> |
| </TABLE> |
| <A NAME="methods_inherited_from_class_processing.core.PImage"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
| <TH ALIGN="left"><B>Methods inherited from class processing.core.<A HREF="../../processing/core/PImage.html" title="class in processing.core">PImage</A></B></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE><A HREF="../../processing/core/PImage.html#blend(int, int, int, int, int, int, int, int, int)">blend</A>, <A HREF="../../processing/core/PImage.html#blend(processing.core.PImage, int, int, int, int, int, int, int, int, int)">blend</A>, <A HREF="../../processing/core/PImage.html#blendColor(int, int, int)">blendColor</A>, <A HREF="../../processing/core/PImage.html#clone()">clone</A>, <A HREF="../../processing/core/PImage.html#copy(int, int, int, int, int, int, int, int)">copy</A>, <A HREF="../../processing/core/PImage.html#copy(processing.core.PImage, int, int, int, int, int, int, int, int)">copy</A>, <A HREF="../../processing/core/PImage.html#filter(int)">filter</A>, <A HREF="../../processing/core/PImage.html#filter(int, float)">filter</A>, <A HREF="../../processing/core/PImage.html#get()">get</A>, <A HREF="../../processing/core/PImage.html#get(int, int)">get</A>, <A HREF="../../processing/core/PImage.html#get(int, int, int, int)">get</A>, <A HREF="../../processing/core/PImage.html#getCache(java.lang.Object)">getCache</A>, <A HREF="../../processing/core/PImage.html#getImage()">getImage</A>, <A HREF="../../processing/core/PImage.html#init(int, int, int)">init</A>, <A HREF="../../processing/core/PImage.html#isModified()">isModified</A>, <A HREF="../../processing/core/PImage.html#loadPixels()">loadPixels</A>, <A HREF="../../processing/core/PImage.html#mask(int[])">mask</A>, <A HREF="../../processing/core/PImage.html#mask(processing.core.PImage)">mask</A>, <A HREF="../../processing/core/PImage.html#removeCache(java.lang.Object)">removeCache</A>, <A HREF="../../processing/core/PImage.html#resize(int, int)">resize</A>, <A HREF="../../processing/core/PImage.html#save(java.lang.String)">save</A>, <A HREF="../../processing/core/PImage.html#set(int, int, int)">set</A>, <A HREF="../../processing/core/PImage.html#set(int, int, processing.core.PImage)">set</A>, <A HREF="../../processing/core/PImage.html#setCache(java.lang.Object, java.lang.Object)">setCache</A>, <A HREF="../../processing/core/PImage.html#setModified()">setModified</A>, <A HREF="../../processing/core/PImage.html#setModified(boolean)">setModified</A>, <A HREF="../../processing/core/PImage.html#updatePixels()">updatePixels</A>, <A HREF="../../processing/core/PImage.html#updatePixels(int, int, int, int)">updatePixels</A></CODE></TD> |
| </TR> |
| </TABLE> |
| <A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor"> |
| <TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH> |
| </TR> |
| <TR BGCOLOR="white" CLASS="TableRowColor"> |
| <TD><CODE>equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD> |
| </TR> |
| </TABLE> |
| |
| <P> |
| |
| <!-- ============ FIELD DETAIL =========== --> |
| |
| <A NAME="field_detail"><!-- --></A> |
| <TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY=""> |
| <TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"> |
| <TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2"> |
| <B>Field Detail</B></FONT></TH> |
| </TR> |
| </TABLE> |
| |
| <A NAME="zbuffer"><!-- --></A><H3> |
| zbuffer</H3> |
| <PRE> |
| public float[] <B>zbuffer</B></PRE> |
| <DL> |
| <DD>The depth buffer. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="modelview"><!-- --></A><H3> |
| modelview</H3> |
| <PRE> |
| public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>modelview</B></PRE> |
| <DL> |
| <DD>The modelview matrix. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="modelviewInv"><!-- --></A><H3> |
| modelviewInv</H3> |
| <PRE> |
| public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>modelviewInv</B></PRE> |
| <DL> |
| <DD>Inverse modelview matrix, used for lighting. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="camera"><!-- --></A><H3> |
| camera</H3> |
| <PRE> |
| public <A HREF="../../processing/core/PMatrix3D.html" title="class in processing.core">PMatrix3D</A> <B>camera</B></PRE> |
| <DL> |
| <DD>The camera matrix, the modelview will be set to this on beginDraw. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraFOV"><!-- --></A><H3> |
| cameraFOV</H3> |
| <PRE> |
| public float <B>cameraFOV</B></PRE> |
| <DL> |
| <DD>Camera field of view. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraX"><!-- --></A><H3> |
| cameraX</H3> |
| <PRE> |
| public float <B>cameraX</B></PRE> |
| <DL> |
| <DD>Position of the camera. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraY"><!-- --></A><H3> |
| cameraY</H3> |
| <PRE> |
| public float <B>cameraY</B></PRE> |
| <DL> |
| <DD>Position of the camera. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraZ"><!-- --></A><H3> |
| cameraZ</H3> |
| <PRE> |
| public float <B>cameraZ</B></PRE> |
| <DL> |
| <DD>Position of the camera. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraNear"><!-- --></A><H3> |
| cameraNear</H3> |
| <PRE> |
| public float <B>cameraNear</B></PRE> |
| <DL> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraFar"><!-- --></A><H3> |
| cameraFar</H3> |
| <PRE> |
| public float <B>cameraFar</B></PRE> |
| <DL> |
| <DL> |
| </DL> |
| </DL> |
| <HR> |
| |
| <A NAME="cameraAspect"><!-- --></A><H3> |
| cameraAspect</H3> |
| <PRE> |
| public float <B>cameraAspect</B></PRE> |
| <DL> |
| <DD>Aspect ratio of camera's view. |
| <P> |
| <DL> |
| </DL> |
| </DL> |
| <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> |
| </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> |
| <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> |
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