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]