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p5_cantut_geometrytexturesshaders2b8's Introduction

Geometry, Textures & Shaders Tutorial for CAN

Fully commented code examples for the Geometry, Textures & Shaders tutorial I've written for CreativeApplications.net. You can find and read the complete tutorial here. Code tested & working under Windows (7 x64 and XP SP3 x32) for both NVIDIA (GTX 570M) and Radeon (HD 4800). Since Processing 2.0 was still in development at the time of writing, the examples were initially made available for Processing 1.5.1 (with the GLGraphics library). As a service during 2.0 development and since Processing 2.0 Final has been released now, the examples are also made available for Processing 2.0b8/2.0b9/2.0 Final.

Note: To save some space, many of these sketches share one central _Images folder!

####Custom2DGeometry Creating a custom 2D shape with interpolated colors using beginShape-vertex-endShape.

####Custom3DGeometry Creating a custom 3D shape with interpolated colors using beginShape-vertex-endShape.

####DynamicTextures2D Creating textured QUADS with dynamically generated texture coordinates.

####FixedMovingTextures2D Creating MOVING custom 2D shapes with either FIXED or MOVING textures. See the difference.

####GLSL_Heightmap Creating a heightmap through GLSL with separate color and displacement maps that can be changed in realtime.

####GLSL_HeightmapNoise Creating a GLSL heightmap running on shader-based procedural noise instead of a displacement map texture.

####GLSL_SphereDisplacement Displacing a sphere outwards through GLSL with separate color and displacement maps that can be changed in realtime.

####GLSL_SphereDisplacementNoise Displacing a sphere outwards through GLSL with shader-based procedural noise instead of a displacement map texture.

####GLSL_TextureMix Creating a smooth mix between multiple textures in the fragment shader.

####MultiTexturedSphereGLSL Applying a GLSL shader with multiple input textures to the TexturedSphere example.

####Texture2DAnimation Creating an animation by using texture coordinates to read from a spritesheet.

####TexturedSphere Creating a correctly textured sphere by subdividing an icosahedron.

####TexturedSphereGLSL Adding a basic GLSL shader for dynamic lighting to the TexturedSphere example.

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p5_cantut_geometrytexturesshaders2b8's Issues

using processing for 3D image mapping

first of all I'm so sorry to open ticket for my question but I found your comment is this link and I really appreciated if you could direct me to correct links or track
actually I'm Arduino Neopixel fan and tried to run the spherical POV. For run POV, each image should be converted to the number of lines which is used in each revolution , I think convert the planner POV must not be so hard for processing to pixelizid in lines but I don't now how to map an image on spherical and then converted to image lines
thanks

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