vertex()
Shape / VertexDescription
Adds a vertex to a shape defined with beginShape().
Syntax
void vertex(float x, float y)
void vertex(float x, float y, float z)
void vertex(float x, float y, float u, float v)
void vertex(float x, float y, float z, float u, float v)
Parameters
| Name | Type | Description |
|---|---|---|
| x | float | x-coordinate |
| y | float | y-coordinate |
| z | float | z-coordinate (optional, 3D) |
| u | float | horizontal texture coordinate (optional) |
| v | float | vertical texture coordinate (optional) |
Returns
voidRelated
Under the Hood
From Processing.h:
void beginShape(); void endShape(int mode=0); void vertex(float x, float y);
void vertex(float,float);
void vertex(float,float,float);
void vertex(float,float,float,float);
void vertex(float x,float y,float z=0,float u=0,float v=0) { verts.push_back({x,y,z,u,v}); }
inline void vertex(A x,B y){ _api::vertex((float)x,(float)y);
inline void vertex(A x,B y,C z){ _api::vertex((float)x,(float)y,(float)z);
inline void vertex(A x,B y,C u,D v2){ _api::vertex((float)x,(float)y,(float)u,(float)v2);
void vertex(float x, float y);
void vertex(float x, float y, float z);
void vertex(float x, float y, float u, float v);
void vertex(float x, float y, float z, float u, float v);
inline void vertex(float x,float y){ if(PApplet::g_papplet) PApplet::g_papplet->vertex(x,y); }
inline void vertex(float x,float y,float z){ if(PApplet::g_papplet) PApplet::g_papplet->vertex(x,y,z); }
inline void vertex(float x,float y,float u,float v){ if(PApplet::g_papplet) PApplet::g_papplet->vertex(x,y,u,v); }
inline void PGraphics::vertex(float x, float y) { if(PApplet::g_papplet) PApplet::g_papplet->vertex(x,y); }
Under the Hood
From Processing.cpp:
void PApplet::vertex(float x, float y) {
if (inContour) { contourVerts.push_back({x,y}); return; }
if (!inShape) return;
shapeVerts.push_back({x, y});
shapeVerts3D.push_back({x, y, 0.0f});
}
void PApplet::vertex(float x, float y, float z) {
if (inContour) { contourVerts.push_back({x,y}); return; }
if (!inShape) return;
shapeVerts.push_back({x, y});
shapeVerts3D.push_back({x, y, z});
if (z != 0.0f) shape3D = true;
}
void PApplet::vertex(float x, float y, float u, float v) {
if (!inShape) return;
shapeVerts.push_back({x, y});
shapeVerts3D.push_back({x, y, 0.0f});
// UV stored for future texture mapping support
}
void PApplet::vertex(float x, float y, float z, float u, float v) {
if (!inShape) return;
shapeVerts.push_back({x, y});
shapeVerts3D.push_back({x, y, z});
if (z != 0.0f) shape3D = true;
}