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I would like to see at least a brief summary of how to sequence the calls to vertex() to satisfy the different options for beginShape(option)
. option
can be POINTS, LINES, etc., but I've found only rare examples in forum code postings -- always lacking any discussion.
Thanks.
Answers
https://processing.org/reference/beginShape_.html ???
That doesn't really show the vertex ordering.
It's based on the underlying opengl implementation so their documentation might help. I'm on my phone at the moment so it's hard to search for good links but here's one
http://opengl.czweb.org/ch06/145-149.html
Continues for the next few chapters after that to cover triangle fans and quad strips.
(actually reference does show vertex ordering but you need a pen and pencil to decode it)
Good hints. I think I can take it from there. Thanks.
oh, i thought the images in that link were small on my phone but they are just small, small to the point of being useless.
for points / lines / triangles there's a decent picture here:
http://www.informit.com/articles/article.aspx?p=2111395&seqNum=2
here's one for everything else:
http://glscene.pbworks.com/w/page/6437735/TMeshMode
or figure 2.6 here
https://perso.esiee.fr/~perrotol/TheRedBook-1.0/chapter02.html
These are all helpful links. Also helpful is the response to my related question which links to Shiffman's video:
https://forum.processing.org/two/discussion/22371/how-to-create-mesh-add-color-or-texture-add-lighting-just-a-hint#latest
@koogs -- re:
I have some notes I made that might help with vertex sequences, based on the beginShape reference examples:
Perhaps your examples could be adapted for the
beginShape()
reference article.I did use pencil and paper to decipher current reference article and implemented this code which seems to have generated the desired 3D surface in top-to-bottom row sequence with grid pitch dX-by-dY:
Thanks for your input jeremydouglass.
Based on @jeremydouglass observations, I build a small demo next.
Kf