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# updated: Help texturing in 3D? quad_strip, triangle_fan

edited December 2015

Hi all,

I am new to this site, however I am in a Processing course at my university. I am in the process of creating a scene to present to the class that includes a non-primitive 3D object, with one required aspect that I need to texture the object.

I decided to use drawCylinder, as well as QUAD_STRIP and TRIANGLE_FAN to get my desired shape. However, I am completely stuck on how I might texturize it.

I have looked through the book and even asked peers, but no luck. Can't figure out how to map the UV coordinates. Hoping someone on here can point me in the right direction. Any help would be GREATLY appreciated!

I was trying different things but it just ended up messing with the overall outcome of my scene so I decided to revert back to the original. My goal is to import a diamond texture in order to wrap the diamond shaped geometry. Apologies for the comments/notes.

Thanks so much. My code is below:

``````    PImage tex;

void setup() {
size(800, 600, P3D);
}

void draw() {
background(0);
pointLight(255, 101, 0, width/2, height/2, 200); //point light
//  lights(); //default lighting
translate(width/2, height/2);
rotateY(map(mouseX, 0, width, 0, PI));
rotateZ(map(mouseY, 0, height, 0, -PI));
//rotateX(map(mouseX-mouseY, 0, width, 0, PI*2)); //add wacky X rotation
//stroke color
stroke(100);
//stroke weight
strokeWeight(3);
fill(255, 255, 255);
translate(0, -40, 0);

//mouse triggers object mesh view
if (mousePressed == true){
background(255);
stroke(random(0,255), random(0,255), random(0,255)); //stroke strobe
noFill(); //mesh viewable
}
else{
fill(255);
}

drawCylinder(0, 150, 150, 8); // Draw a hexagonal base
//drawCylinder(10, 180, 200, 16); // Draw a mix between a cylinder and a cone
//drawCylinder(70, 70, 120, 64); // Draw a cylinder
//drawCylinder(0, 180, 200, 4); // Draw a pyramid
}

float angle = 0;
float angleIncrement = TWO_PI / sides;

// texture(tex);

for (int i = 0; i < sides + 1; ++i) {
angle += angleIncrement;

}
endShape();

// If it is not a cone, draw the circular top cap
/*  if (topRadius != 0) {
angle = 0;
beginShape(TRIANGLE_FAN);
// Center point
vertex(0, 0, 0);
for (int i = 0; i < sides + 1; i++) {
angle += angleIncrement;
}
endShape();
}
*/
// If it is not a cone, draw the circular bottom cap
angle = 0;
beginShape(TRIANGLE_FAN);
// Center point
vertex(0, tall, 0);
for (int i = 0; i < sides+1; i++) {
angle += angleIncrement;
}
endShape();
}

}
``````
Tagged:

• I've looked and read through the processing reference.. not looking for a free ride here. Literally don't know what else to do...

Just like the last 2 lines in the syntax explanation I need to have a u, v coordinates.

https://processing.org/reference/vertex_.html

``````  "Syntax
vertex(x, y)
vertex(x, y, z)
vertex(v)
vertex(x, y, u, v)
vertex(x, y, z, u, v)"
``````

But with the shape's vertex being angles, and dealing with cosine (Lines 48-49, 75) I don't physically understand how to plot the coordinates for the uv points. I even resized the image to be a power of 2 to see if that was the problem but it didn't help.

If anyone can give me anything at all, even a hint it'd be better than what I have now. I've been on this all day, literally.

Thanks