public void applyMatrix(PMatrix3D source) { applyMatrix(source.m00, source.m01, source.m02, source.m03, source.m10, source.m11, source.m12, source.m13, source.m20, source.m21, source.m22, source.m23, source.m30, source.m31, source.m32, source.m33); }
public void applyMatrix(PMatrix source) { g.applyMatrix(source); }
/** * Apply a 4x4 transformation matrix. */ public void applyMatrix(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33) { g.applyMatrix(n00, n01, n02, n03, n10, n11, n12, n13, n20, n21, n22, n23, n30, n31, n32, n33); }
public void applyMatrix(PMatrix3D source) { applyMatrix(source.m00, source.m01, source.m02, source.m03, source.m10, source.m11, source.m12, source.m13, source.m20, source.m21, source.m22, source.m23, source.m30, source.m31, source.m32, source.m33); }
public void applyMatrix(PMatrix2D source) { if (recorder != null) recorder.applyMatrix(source); g.applyMatrix(source); }
public void applyMatrix(PMatrix2D source) { applyMatrix(source.m00, source.m01, source.m02, source.m10, source.m11, source.m12); }
public void applyMatrix(PMatrix source) { if (source instanceof PMatrix2D) { applyMatrix((PMatrix2D) source); } else if (source instanceof PMatrix3D) { applyMatrix((PMatrix3D) source); } }
/** * Apply a 3x2 affine transformation matrix. */ public void applyMatrix(float n00, float n01, float n02, float n10, float n11, float n12) { g.applyMatrix(n00, n01, n02, n10, n11, n12); }
public void applyMatrix(PMatrix2D source) { applyMatrix(source.m00, source.m01, source.m02, source.m10, source.m11, source.m12); }
/** * @param n00 numbers which define the 4x4 matrix to be multiplied * @param n01 numbers which define the 4x4 matrix to be multiplied * @param n02 numbers which define the 4x4 matrix to be multiplied * @param n10 numbers which define the 4x4 matrix to be multiplied * @param n11 numbers which define the 4x4 matrix to be multiplied * @param n12 numbers which define the 4x4 matrix to be multiplied */ public void applyMatrix(float n00, float n01, float n02, float n10, float n11, float n12) { if (recorder != null) recorder.applyMatrix(n00, n01, n02, n10, n11, n12); g.applyMatrix(n00, n01, n02, n10, n11, n12); }
public void applyMatrix(PMatrix3D source) { if (recorder != null) recorder.applyMatrix(source); g.applyMatrix(source); }
public void applyMatrix(PMatrix2D source) { g.applyMatrix(source); }
public void applyMatrix(PMatrix3D source) { g.applyMatrix(source); }
/** * @param n03 numbers which define the 4x4 matrix to be multiplied * @param n13 numbers which define the 4x4 matrix to be multiplied * @param n20 numbers which define the 4x4 matrix to be multiplied * @param n21 numbers which define the 4x4 matrix to be multiplied * @param n22 numbers which define the 4x4 matrix to be multiplied * @param n23 numbers which define the 4x4 matrix to be multiplied * @param n30 numbers which define the 4x4 matrix to be multiplied * @param n31 numbers which define the 4x4 matrix to be multiplied * @param n32 numbers which define the 4x4 matrix to be multiplied * @param n33 numbers which define the 4x4 matrix to be multiplied */ public void applyMatrix(float n00, float n01, float n02, float n03, float n10, float n11, float n12, float n13, float n20, float n21, float n22, float n23, float n30, float n31, float n32, float n33) { if (recorder != null) recorder.applyMatrix(n00, n01, n02, n03, n10, n11, n12, n13, n20, n21, n22, n23, n30, n31, n32, n33); g.applyMatrix(n00, n01, n02, n03, n10, n11, n12, n13, n20, n21, n22, n23, n30, n31, n32, n33); }
/** * ( begin auto-generated from applyMatrix.xml ) * * Multiplies the current matrix by the one specified through the * parameters. This is very slow because it will try to calculate the * inverse of the transform, so avoid it whenever possible. The equivalent * function in OpenGL is glMultMatrix(). * * ( end auto-generated ) * * @webref transform * @source * @see PGraphics#pushMatrix() * @see PGraphics#popMatrix() * @see PGraphics#resetMatrix() * @see PGraphics#printMatrix() */ public void applyMatrix(PMatrix source) { if (recorder != null) recorder.applyMatrix(source); g.applyMatrix(source); }
/** * ( begin auto-generated from applyMatrix.xml ) * * Multiplies the current matrix by the one specified through the * parameters. This is very slow because it will try to calculate the * inverse of the transform, so avoid it whenever possible. The equivalent * function in OpenGL is glMultMatrix(). * * ( end auto-generated ) * * @webref transform * @source * @see PGraphics#pushMatrix() * @see PGraphics#popMatrix() * @see PGraphics#resetMatrix() * @see PGraphics#printMatrix() */ public void applyMatrix(PMatrix source) { if (source instanceof PMatrix2D) { applyMatrix((PMatrix2D) source); } else if (source instanceof PMatrix3D) { applyMatrix((PMatrix3D) source); } }
private void beginHUD() { sketch.g.pushMatrix(); sketch.g.hint(PConstants.DISABLE_DEPTH_TEST); // Load the identity matrix. sketch.g.resetMatrix(); // Apply the original Processing transformation matrix. sketch.g.applyMatrix(originalMatrix); }
protected void pre(PGraphics g) { if (matrix != null) { g.pushMatrix(); g.applyMatrix(matrix); } /* strokeSaved = g.stroke; strokeColorSaved = g.strokeColor; strokeWeightSaved = g.strokeWeight; strokeCapSaved = g.strokeCap; strokeJoinSaved = g.strokeJoin; fillSaved = g.fill; fillColorSaved = g.fillColor; rectModeSaved = g.rectMode; ellipseModeSaved = g.ellipseMode; shapeModeSaved = g.shapeMode; */ if (style) { g.pushStyle(); styles(g); } }
protected void pre(PGraphics g) { if (matrix != null) { g.pushMatrix(); g.applyMatrix(matrix); } /* strokeSaved = g.stroke; strokeColorSaved = g.strokeColor; strokeWeightSaved = g.strokeWeight; strokeCapSaved = g.strokeCap; strokeJoinSaved = g.strokeJoin; fillSaved = g.fill; fillColorSaved = g.fillColor; rectModeSaved = g.rectMode; ellipseModeSaved = g.ellipseMode; shapeModeSaved = g.shapeMode; */ if (style) { g.pushStyle(); styles(g); } }