FAQ
Cover
This is the archive Discourse for the Processing (ALPHA) software.
Please visit the new Processing forum for current information.

   Processing 1.0 _ALPHA_
   Suggestions
   Software Suggestions
(Moderator: fry)
   shape methods
« Previous topic | Next topic »

Pages: 1 
   Author  Topic: shape methods  (Read 315 times)
benelek

35160983516098 WWW Email
shape methods
« on: Mar 9th, 2003, 1:04am »

wouldnt mind being able to do this:
 
Code:

beginShape(LINE_LOOP);
  vertex(0,0);
  vertex(80,0);
  rotate(radians(30));
  vertex(80,0);
  rotate(radians(30));
  vertex(80,0);
endShape();

 
-bnlk
 
fry


WWW
Re: shape methods
« Reply #1 on: Mar 25th, 2003, 4:23pm »

yeouch. not even opengl lets you do this
 
though you're right, it is nice in your example. for something like that in the meantime, you can also just use cos/sin.
 
Code:
beginShape(LINE_LOOP);
  vertex(0, 0);
  vertex(80*cos(radians(0)),  80*sin(radians(0)));
  vertex(80*cos(radians(30)), 80*sin(radians(30)));
  vertex(80*cos(radians(60)), 80*sin(radians(60)));
endShape();

or something like that..
 
benelek

35160983516098 WWW Email
Re: shape methods
« Reply #2 on: Mar 26th, 2003, 1:12pm »

actually, ive been wondering about that for a while - which would be faster, generating the x,y,z coordinates of something to draw (using cos/sin/tan etc), or using the rotate methods in conjunction with push/pop to move to those points and then draw?
 
benelek

35160983516098 WWW Email
Re: shape methods
« Reply #3 on: Mar 26th, 2003, 1:13pm »

uh, perhaps i should rephrase - which would be more efficient?
 
fry


WWW
Re: shape methods
« Reply #4 on: Mar 26th, 2003, 1:36pm »

at least for individual points, doing sin/cos yourself is more efficient. rotate() involves more math internally. plus sin/cos are fun!
 
for groups of points/shapes it's better to use rotate() and company.
 
Pages: 1 

« Previous topic | Next topic »