I too want to create a texture and use that as the texture by which to wrap over the vertices, but it's sorta like the gradient seen in the balls above
I found this code on the old forum basics page(s)
http://processing.org/learning/basics/radialgradient.html
void setup(){
size(200, 200);
background(0);
smooth();
// create a simple table of gradients
int columns = 4;
int radius = (width/columns)/2;
// create some gradients
for (int i=radius; i< width; i+=radius*2){
for (int j =radius; j< height; j+=radius*2){
createGradient(i, j, radius,
color(int(random(255)), int(random(255)), int(random(255))),
color(int(random(255)), int(random(255)), int(random(255))));
}
}
}
void createGradient (float x, float y, float radius, color c1, color c2){
float px = 0, py = 0, angle = 0;
// calculate differences between color components
float deltaR = red(c2)-red(c1);
float deltaG = green(c2)-green(c1);
float deltaB = blue(c2)-blue(c1);
// hack to ensure there are no holes in gradient
// needs to be increased, as radius increases
float gapFiller = 8.0;
for (int i=0; i< radius; i++){
for (float j=0; j<360; j+=1.0/gapFiller){
px = x+cos(radians(angle))*i;
py = y+sin(radians(angle))*i;
angle+=1.0/gapFiller;
color c = color(
(red(c1)+(i)*(deltaR/radius)),
(green(c1)+(i)*(deltaG/radius)),
(blue(c1)+(i)*(deltaB/radius))
);
set(int(px), int(py), c);
}
}
// adds smooth edge
// hack anti-aliasing
noFill();
strokeWeight(3);
ellipse(x, y, radius*2, radius*2);
}
It sorta like these but I want the gradient to go from one point of the ball to the other. Like the balls I posted
Imagine you create a sphere and use lights() that effect but with 2d Gradients