public class Buffer
extends processing.opengl.PGraphics3D
anisoSamplingSupported, autoMipmapGenSupported, blendEqSupported, camera, cameraAspect, cameraFar, cameraFOV, cameraInv, cameraNear, cameraX, cameraY, cameraZ, currentLightFalloffConstant, currentLightFalloffLinear, currentLightFalloffQuadratic, currentLightSpecular, currentPG, defCameraAspect, defCameraFar, defCameraFOV, defCameraNear, defCameraX, defCameraY, defCameraZ, depthBits, drawBufferSupported, fboMultisampleSupported, GLSL_VERSION, initialized, lightAmbient, lightCount, lightDiffuse, lightFalloffCoefficients, lightNormal, lightPosition, lights, lightSpecular, lightSpotParameters, lightType, maxAnisoAmount, maxSamples, maxTextureSize, modelview, modelviewInv, npotTexSupported, OPENGL_EXTENSIONS, OPENGL_RENDERER, OPENGL_VENDOR, OPENGL_VERSION, packedDepthStencilSupported, pgl, projection, projmodelview, readBufferSupported, stencilBits
A, AB, AG, ambientB, ambientColor, ambientG, ambientR, AR, B, backgroundColor, BEEN_LIT, bezierDetail, colorMode, colorModeA, colorModeX, colorModeY, colorModeZ, curveDetail, curveTightness, DA, DB, DEFAULT_VERTICES, DG, DR, EB, edge, EDGE, EG, ellipseMode, emissiveB, emissiveColor, emissiveG, emissiveR, ER, fill, fillColor, G, HAS_NORMAL, image, imageMode, normalX, normalY, normalZ, NX, NY, NZ, pixelCount, R, rectMode, SA, SB, setAmbient, SG, shapeMode, SHINE, shininess, smooth, SPB, specularB, specularColor, specularG, specularR, SPG, sphereDetailU, sphereDetailV, SPR, SR, stroke, strokeCap, strokeColor, strokeJoin, strokeWeight, SW, textAlign, textAlignY, textFont, textLeading, textMode, textSize, textureImage, textureMode, textureU, textureV, tint, tintColor, TX, TY, TZ, U, V, VERTEX_FIELD_COUNT, VW, VX, VY, VZ
ALPHA_MASK, BLUE_MASK, format, GREEN_MASK, height, loaded, parent, pixelDensity, pixelHeight, pixels, pixelWidth, RED_MASK, width
ADD, ALPHA, ALT, AMBIENT, ARC, ARGB, ARROW, BACKSPACE, BASELINE, BEVEL, BEZIER_VERTEX, BLEND, BLUR, BOTTOM, BOX, BREAK, BURN, CENTER, CHATTER, CHORD, CLAMP, CLOSE, CODED, COMPLAINT, CONTROL, CORNER, CORNERS, CROSS, CURVE_VERTEX, CUSTOM, DARKEST, DEG_TO_RAD, DELETE, DIAMETER, DIFFERENCE, DILATE, DIRECTIONAL, DISABLE_ASYNC_SAVEFRAME, DISABLE_BUFFER_READING, DISABLE_DEPTH_MASK, DISABLE_DEPTH_SORT, DISABLE_DEPTH_TEST, DISABLE_KEY_REPEAT, DISABLE_NATIVE_FONTS, DISABLE_OPENGL_ERRORS, DISABLE_OPTIMIZED_STROKE, DISABLE_STROKE_PERSPECTIVE, DISABLE_STROKE_PURE, DISABLE_TEXTURE_MIPMAPS, DODGE, DOWN, DXF, ELLIPSE, ENABLE_ASYNC_SAVEFRAME, ENABLE_BUFFER_READING, ENABLE_DEPTH_MASK, ENABLE_DEPTH_SORT, ENABLE_DEPTH_TEST, ENABLE_KEY_REPEAT, ENABLE_NATIVE_FONTS, ENABLE_OPENGL_ERRORS, ENABLE_OPTIMIZED_STROKE, ENABLE_STROKE_PERSPECTIVE, ENABLE_STROKE_PURE, ENABLE_TEXTURE_MIPMAPS, ENTER, EPSILON, ERODE, ESC, EXCLUSION, FX2D, GIF, GRAY, GROUP, HALF_PI, HAND, HARD_LIGHT, HINT_COUNT, HSB, IMAGE, INVERT, JAVA2D, JPEG, LANDSCAPE, LEFT, LIGHTEST, LINE, LINE_LOOP, LINE_STRIP, LINES, LINUX, MACOSX, MAX_FLOAT, MAX_INT, MIN_FLOAT, MIN_INT, MITER, MODEL, MODELVIEW, MOVE, MULTIPLY, NORMAL, OPAQUE, OPEN, OPENGL, ORTHOGRAPHIC, OTHER, OVERLAY, P2D, P3D, PATH, PDF, PERSPECTIVE, PI, PIE, platformNames, POINT, POINTS, POLYGON, PORTRAIT, POSTERIZE, PROBLEM, PROJECT, PROJECTION, QUAD, QUAD_BEZIER_VERTEX, QUAD_STRIP, QUADRATIC_VERTEX, QUADS, QUARTER_PI, RAD_TO_DEG, RADIUS, RECT, REPEAT, REPLACE, RETURN, RGB, RIGHT, ROUND, SCREEN, SHAPE, SHIFT, SOFT_LIGHT, SPAN, SPHERE, SPOT, SQUARE, SUBTRACT, SVG, TAB, TARGA, TAU, TEXT, THIRD_PI, THRESHOLD, TIFF, TOP, TRIANGLE, TRIANGLE_FAN, TRIANGLE_STRIP, TRIANGLES, TWO_PI, UP, VERTEX, WAIT, WHITESPACE, WINDOWS, X, Y, Z
Constructor and Description |
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Buffer() |
Modifier and Type | Method and Description |
---|---|
void |
background(float arg) |
void |
background(float arg,
float arg_1) |
void |
background(float arg,
float arg_1,
float arg_2) |
void |
background(float arg,
float arg_1,
float arg_2,
float arg_3) |
void |
background(int arg) |
void |
background(int arg,
float arg_1) |
void |
background(processing.core.PImage arg) |
boolean |
displayable() |
void |
fill(float arg) |
void |
fill(float arg,
float arg_1) |
void |
fill(float arg,
float arg_1,
float arg_2) |
void |
fill(float arg,
float arg_1,
float arg_2,
float arg_3) |
void |
fill(int arg) |
void |
fill(int arg,
float arg_1) |
int |
getId(int x,
int y) |
void |
image(processing.core.PImage arg,
float arg_1,
float arg_2) |
void |
image(processing.core.PImage arg,
float arg_1,
float arg_2,
float arg_3,
float arg_4) |
void |
image(processing.core.PImage arg,
float arg_1,
float arg_2,
float arg_3,
float arg_4,
int arg_5,
int arg_6,
int arg_7,
int arg_8) |
void |
lights() |
void |
popStyle() |
void |
pushStyle() |
void |
setCurrentId(int i) |
void |
shader(processing.opengl.PShader shader) |
void |
shader(processing.opengl.PShader shader,
int kind) |
void |
smooth() |
void |
stroke(float arg) |
void |
stroke(float arg,
float arg_1) |
void |
stroke(float arg,
float arg_1,
float arg_2) |
void |
stroke(float arg,
float arg_1,
float arg_2,
float arg_3) |
void |
stroke(int arg) |
void |
stroke(int arg,
float arg_1) |
void |
style(processing.core.PStyle s) |
void |
texture(processing.core.PImage arg) |
void |
textureMode(int arg) |
void |
vertex(float x,
float y,
float z,
float u,
float v) |
ambientLight, ambientLight, applyMatrix, applyMatrix, applyMatrix, applyMatrix, applyProjection, applyProjection, attrib, attrib, attrib, attribColor, attribNormal, attribPosition, beginCamera, beginContour, beginDraw, beginPGL, beginShape, bezierVertex, bezierVertex, box, camera, camera, copy, copy, createSurface, curveVertex, curveVertex, directionalLight, dispose, ellipseImpl, endCamera, endContour, endDraw, endPGL, endShape, filter, filter, filter, flush, frustum, get, getCache, getFrameBuffer, getFrameBuffer, getMatrix, getMatrix, getTexture, getTexture, getTexture, hint, isGL, lightFalloff, lightSpecular, line, line, loadPixels, loadShader, loadShader, loadShape, loadTexture, mask, modelX, modelY, modelZ, noClip, noLights, ortho, ortho, ortho, perspective, perspective, point, point, pointLight, popMatrix, popProjection, printCamera, printMatrix, printProjection, pushMatrix, pushProjection, quad, quadraticVertex, quadraticVertex, removeCache, resetMatrix, resetProjection, resetShader, resetShader, resize, rotate, rotate, rotateX, rotateY, rotateZ, save, saveImpl, scale, scale, scale, screenX, screenX, screenY, screenY, screenZ, set, setCache, setMatrix, setMatrix, setParent, setPrimary, setProjection, setSize, shearX, shearY, sphere, spotLight, strokeCap, strokeJoin, strokeWeight, textAscent, textDescent, textureSampling, textureWrap, translate, translate, triangle, updateDisplay, updateProjmodelview, updateTexture, updateTexture, vertex, vertex, vertex
alpha, ambient, ambient, ambient, applyMatrix, arc, arc, beginRaw, beginShape, bezier, bezier, bezierDetail, bezierPoint, bezierTangent, blendMode, blue, box, brightness, clear, clip, color, color, color, color, color, color, color, color, color, colorMode, colorMode, colorMode, colorMode, createShape, createShape, createShape, curve, curve, curveDetail, curvePoint, curveTangent, curveTightness, edge, ellipse, ellipseMode, emissive, emissive, emissive, endRaw, endShape, getMatrix, getRaw, getStyle, getStyle, green, haveRaw, hue, imageMode, is2X, lerpColor, lerpColor, loadShape, noFill, normal, noSmooth, noStroke, noTexture, noTint, rect, rect, rect, rectMode, red, saturation, setMatrix, setPath, shape, shape, shape, shapeMode, shininess, showDepthWarning, showDepthWarningXYZ, showException, showMethodWarning, showMissingWarning, showVariationWarning, showWarning, showWarning, smooth, specular, specular, specular, sphereDetail, sphereDetail, text, text, text, text, text, text, text, text, text, text, text, textAlign, textAlign, textFont, textFont, textLeading, textMode, textSize, textWidth, textWidth, textWidth, tint, tint, tint, tint, tint, tint, vertex
blend, blend, blendColor, clone, copy, get, get, getImage, getModifiedX1, getModifiedX2, getModifiedY1, getModifiedY2, getNative, init, init, isLoaded, isModified, mask, set, setLoaded, setLoaded, setModified, setModified, updatePixels, updatePixels
public boolean displayable()
displayable
in class processing.core.PGraphics
public void background(int arg)
background
in class processing.core.PGraphics
public void background(float arg)
background
in class processing.core.PGraphics
public void background(float arg, float arg_1)
background
in class processing.core.PGraphics
public void background(int arg, float arg_1)
background
in class processing.core.PGraphics
public void background(float arg, float arg_1, float arg_2)
background
in class processing.core.PGraphics
public void background(float arg, float arg_1, float arg_2, float arg_3)
background
in class processing.core.PGraphics
public void background(processing.core.PImage arg)
background
in class processing.core.PGraphics
public void lights()
lights
in class processing.opengl.PGraphicsOpenGL
public void smooth()
smooth
in class processing.core.PGraphics
public void fill(int arg)
fill
in class processing.core.PGraphics
public void fill(float arg)
fill
in class processing.core.PGraphics
public void fill(float arg, float arg_1)
fill
in class processing.core.PGraphics
public void fill(int arg, float arg_1)
fill
in class processing.core.PGraphics
public void fill(float arg, float arg_1, float arg_2)
fill
in class processing.core.PGraphics
public void fill(float arg, float arg_1, float arg_2, float arg_3)
fill
in class processing.core.PGraphics
public void stroke(int arg)
stroke
in class processing.core.PGraphics
public void stroke(float arg)
stroke
in class processing.core.PGraphics
public void stroke(float arg, float arg_1)
stroke
in class processing.core.PGraphics
public void stroke(int arg, float arg_1)
stroke
in class processing.core.PGraphics
public void stroke(float arg, float arg_1, float arg_2)
stroke
in class processing.core.PGraphics
public void stroke(float arg, float arg_1, float arg_2, float arg_3)
stroke
in class processing.core.PGraphics
public void textureMode(int arg)
textureMode
in class processing.core.PGraphics
public void texture(processing.core.PImage arg)
texture
in class processing.core.PGraphics
public void vertex(float x, float y, float z, float u, float v)
vertex
in class processing.opengl.PGraphicsOpenGL
public void image(processing.core.PImage arg, float arg_1, float arg_2)
image
in class processing.core.PGraphics
public void image(processing.core.PImage arg, float arg_1, float arg_2, float arg_3, float arg_4)
image
in class processing.core.PGraphics
public void image(processing.core.PImage arg, float arg_1, float arg_2, float arg_3, float arg_4, int arg_5, int arg_6, int arg_7, int arg_8)
image
in class processing.core.PGraphics
public void pushStyle()
pushStyle
in class processing.core.PGraphics
public void popStyle()
popStyle
in class processing.opengl.PGraphicsOpenGL
public void style(processing.core.PStyle s)
style
in class processing.core.PGraphics
public void shader(processing.opengl.PShader shader)
shader
in class processing.opengl.PGraphicsOpenGL
public void shader(processing.opengl.PShader shader, int kind)
shader
in class processing.opengl.PGraphicsOpenGL
public void setCurrentId(int i)
public int getId(int x, int y)
Processing Library Picking by Nicolas Clavaud. (c) 2013-2016