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As seen in
Graphic Composition in
Processing , one can obtain surfaces as
collections of polygons by means of the definition of a vertexwithin the couple
beginShape()
-
endShape()
. It is possible to assign a color to one or more vertices, in order to make the color variations continuous (
gradient ). For example, you can try to run the code
size(200,200,P3D);beginShape(TRIANGLE_STRIP);
fill(240, 0, 0); vertex(20,31, 33);fill(240, 150, 0); vertex(80, 40, 38);
fill(250, 250, 0); vertex(75, 88, 50);vertex(49, 85, 74);
endShape();
in order to obtain a continuous nuance from red to yellow in the strip of two triangles.
The graphical system performs an interpolation of color values assigned to the vertices. This type of bilinear interpolation is defined in the following way:
A significative example of interpolation of colors associated to the vertices of a cube can be found in examples of Processing , in the code RGB Cube .
When modeling a complex scene by means of a composition of simple graphical elements one cannot go beyond a certainthreshold of complexity. Let us think about the example of a modelization of a natural scene, where one has to representeach single vegetal element, including the grass of a meadow. It is unconceivable to do this manually. It would bepossible to set and control the grass elements by means of some algorithms. This is an approach taken, for example, inrendering the hair and skin of characters of the most sophisticated animation movies (see for example, the Incredibles ). Otherwise, especially in case of interactive graphics, one has to resort to using textures . In other words, one employs images that represent the visual texture of the surfaces and map them onthe polygons that model the objects of the scene. In order to have a qualitative rendering of the surfaces it is necessaryto limit the detail level to fragments not smaller than one pixel and, thus, the texture mapping is inserted in the rendering chain at the rastering level of the graphic primitives, i.e. where one passes from a 3Dgeometric description to the illumination of the pixels on the display. It is at this level that the removal of thehidden surfaces takes place, since we are interested only in the visible fragments.
In Processing, a texture is defined within a block
beginShape()
-
endShape()
by means
of the function
texture()
that has as unique
parameter a variable of type
PImage
. The
following calls to
vertex()
can contain, as last
couple of parameters, the point of the texture correspondingto the vertex. In fact, each texture image is parameterized
by means of two variables
and
, that can be referred
directly to the line and column of a
texel (pixel
of a texture) or, alternatively, normalized between
and
, in such a way that one can ignore the dimension as
well as the width and height of the texture itself. Themeaning of the parameters
and
is established by the
command
textureMode()
with parameter
IMAGE
or
NORMALIZED
.
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