Graphics Reference
In-Depth Information
QuadYZ x size ny nz Creates a quadrilateral parallel to the YZ plane, passing
through X = x . If given, size is the quadrilateral's dimen-
sion, going from ( -size , -size ) to ( size , size ) in Y and Z .
If given, ny and nz are the number of sub-quads this quad-
rilateral is broken into. [0 1 4 4]
Soccerball radius Creates a geometric soccer ball from 12 pentagons and
20 hexagons. As part of this, two uniform variables are
defined:
FaceIndex : which face are we on right now. 0-11 are the
pentagons, 12-31 are the hexagons.
Tangent : vec3 pointing in a consistent tangent direction,
same as the Sphere uses.
In addition, the s and t texture coordinates are filled with
good values for mapping an image to each face. The p
value is filled with a normalized radius from the center.
The seam is located at p = 1. [1.]
Sphere radius
slices stacks
Create a solid sphere. This primitive sets the vertex coor-
dinates, the vertex normals, and the vertex texture coordi-
nates. In order to align bump-mapping, it also sets a vec3
called Tangent at each vertex. The vectors Tangent are all
tangent to the sphere surface and always point in a consis-
tent direction, towards the North Pole. [1. 60. 60.]
Teapot
Create a solid teapot. The default teapot is approximately
1.6 units high and 3 units long.
Torus innerradius
outerradius
Create a solid torus. [.2 1.]
Wiresphere radius Create a wireframe sphere. [1.]
Create a wireframe cylinder. [1. 1.]
Wirecylinder radius
height
Create a wireframe cone. [1. 1.]
Wirecone radius
height
Create a wireframe cube [1.]
Wirecube L
Create a wireframe torus. [.2 1.]
Wiretorus
innerradius
outerradius
Wireteapot
Create a wireframe teapot.
Xarrow numslices
Create an arrow along the X -axis, from X = 0. to X = 1. If
specified, numslices is the number of individual slices to
use along the arrow. [100]
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