processing.opengl

## Class PGraphicsOpenGL

- Object
- - PImage
  - - PGraphics
    - - PGraphicsOpenGL

- All Implemented Interfaces:
    Cloneable, PConstants
  Direct Known Subclasses:
    PGraphics2D, PGraphics3D

      public class PGraphicsOpenGL
      extends PGraphics

  OpenGL renderer.

- - ### Field Summary

    Fields
    Modifier and Type | Field and Description
    --- | ---
    `static boolean` | `anisoSamplingSupported`
    `static boolean` | `autoMipmapGenSupported`
    `static boolean` | `blendEqSupported`
    `PMatrix3D` | `camera`
    `float` | `cameraAspect` Aspect ratio of camera's view.
    `float` | `cameraFar` Distance of the near and far planes.
    `float` | `cameraFOV` Camera field of view.
    `PMatrix3D` | `cameraInv`
    `float` | `cameraNear` Distance of the near and far planes.
    `float` | `cameraX` Default position of the camera.
    `float` | `cameraY` Default position of the camera.
    `float` | `cameraZ` Default position of the camera.
    `float` | `currentLightFalloffConstant` Current light falloff
    `float` | `currentLightFalloffLinear`
    `float` | `currentLightFalloffQuadratic`
    `float[]` | `currentLightSpecular` Current specular color for lighting
    `static int` | `depthBits`
    `static boolean` | `fboMultisampleSupported`
    `int` | `glLineAttrib`
    `int` | `glLineColor`
    `int` | `glLineIndex`
    `int` | `glLineVertex`
    `int` | `glPointAttrib`
    `int` | `glPointColor`
    `int` | `glPointIndex`
    `int` | `glPointVertex`
    `int` | `glPolyAmbient`
    `int` | `glPolyColor`
    `int` | `glPolyEmissive`
    `int` | `glPolyIndex`
    `int` | `glPolyNormal`
    `int` | `glPolyShininess`
    `int` | `glPolySpecular`
    `int` | `glPolyTexcoord`
    `int` | `glPolyVertex`
    `static String` | `GLSL_VERSION`
    `boolean` | `initialized` Whether the PGraphics object is ready to render or not.
    `float[]` | `lightAmbient` Ambient colors for lights.
    `int` | `lightCount`
    `float[]` | `lightDiffuse` Diffuse colors for lights.
    `float[]` | `lightFalloffCoefficients` Light falloff
    `float[]` | `lightNormal` Light direction (normalized vector)
    `float[]` | `lightPosition` Light positions
    `boolean` | `lights`
    `float[]` | `lightSpecular` Specular colors for lights.
    `float[]` | `lightSpotParameters` Light spot parameters: Cosine of light spot angle and concentration
    `int[]` | `lightType` Light types
    `static float` | `maxAnisoAmount`
    `static int` | `maxSamples`
    `static int` | `maxTextureSize` Some hardware limits
    `PMatrix3D` | `modelview`
    `PMatrix3D` | `modelviewInv`
    `static boolean` | `npotTexSupported` Extensions used by Processing
    `static String` | `OPENGL_EXTENSIONS`
    `static String` | `OPENGL_RENDERER`
    `static String` | `OPENGL_VENDOR` OpenGL information strings
    `static String` | `OPENGL_VERSION`
    `static boolean` | `packedDepthStencilSupported`
    `PGL` | `pgl` Interface between Processing and OpenGL
    `PMatrix3D` | `projection`
    `PMatrix3D` | `projmodelview`
    `static int` | `stencilBits`

    - ### Fields inherited from class PGraphics

      `A, AB, AG, ambientB, ambientColor, ambientG, ambientR, AR, B, backgroundColor, BEEN_LIT, bezierDetail, colorMode, colorModeA, colorModeX, colorModeY, colorModeZ, curveDetail, curveTightness, DA, DB, DEFAULT_VERTICES, DG, DR, EB, edge, EDGE, EG, ellipseMode, emissiveB, emissiveColor, emissiveG, emissiveR, ER, fill, fillColor, G, HAS_NORMAL, image, imageMode, normalX, normalY, normalZ, NX, NY, NZ, pixelCount, R, rectMode, SA, SB, setAmbient, SG, shapeMode, SHINE, shininess, smooth, SPB, specularB, specularColor, specularG, specularR, SPG, sphereDetailU, sphereDetailV, SPR, SR, stroke, strokeCap, strokeColor, strokeJoin, strokeWeight, SW, textAlign, textAlignY, textFont, textLeading, textMode, textSize, textureImage, textureMode, textureU, textureV, tint, tintColor, TX, TY, TZ, U, V, VERTEX_FIELD_COUNT, VW, VX, VY, VZ`

    - ### Fields inherited from class PImage

      `ALPHA_MASK, BLUE_MASK, format, GREEN_MASK, height, loaded, parent, pixelDensity, pixelHeight, pixels, pixelWidth, RED_MASK, width`

    - ### Fields inherited from interface PConstants

      `ADD, ALPHA, ALT, AMBIENT, ARC, ARGB, ARROW, BACKSPACE, BASELINE, BEVEL, BEZIER_VERTEX, BLEND, BLUR, BOTTOM, BOX, BREAK, BURN, CENTER, CHATTER, CHORD, CLAMP, CLOSE, CODED, COMPLAINT, CONTROL, CORNER, CORNERS, CROSS, CURVE_VERTEX, CUSTOM, DARKEST, DEG_TO_RAD, DELETE, DIAMETER, DIFFERENCE, DILATE, DIRECTIONAL, DISABLE_DEPTH_MASK, DISABLE_DEPTH_SORT, DISABLE_DEPTH_TEST, DISABLE_NATIVE_FONTS, DISABLE_OPENGL_ERRORS, DISABLE_OPTIMIZED_STROKE, DISABLE_STROKE_PERSPECTIVE, DISABLE_STROKE_PURE, DISABLE_TEXTURE_MIPMAPS, DODGE, DOWN, DXF, E2D, ELLIPSE, ENABLE_DEPTH_MASK, ENABLE_DEPTH_SORT, ENABLE_DEPTH_TEST, ENABLE_NATIVE_FONTS, ENABLE_OPENGL_ERRORS, ENABLE_OPTIMIZED_STROKE, ENABLE_STROKE_PERSPECTIVE, ENABLE_STROKE_PURE, ENABLE_TEXTURE_MIPMAPS, ENTER, EPSILON, ERODE, ERROR_BACKGROUND_IMAGE_FORMAT, ERROR_BACKGROUND_IMAGE_SIZE, ERROR_PUSHMATRIX_OVERFLOW, ERROR_PUSHMATRIX_UNDERFLOW, ERROR_TEXTFONT_NULL_PFONT, ESC, EXCLUSION, FX2D, GIF, GRAY, GROUP, HALF_PI, HAND, HARD_LIGHT, HINT_COUNT, HSB, IMAGE, INVERT, JAVA2D, JPEG, LANDSCAPE, LEFT, LIGHTEST, LINE, LINE_LOOP, LINE_STRIP, LINES, LINUX, MACOSX, MAX_FLOAT, MAX_INT, MIN_FLOAT, MIN_INT, MITER, MODEL, MODELVIEW, MOVE, MULTIPLY, NORMAL, OPAQUE, OPEN, OPENGL, ORTHOGRAPHIC, OTHER, OVERLAY, P2D, P3D, PATH, PDF, PERSPECTIVE, PI, PIE, platformNames, POINT, POINTS, POLYGON, PORTRAIT, POSTERIZE, PROBLEM, PROJECT, PROJECTION, QUAD, QUAD_BEZIER_VERTEX, QUAD_STRIP, QUADRATIC_VERTEX, QUADS, QUARTER_PI, RAD_TO_DEG, RADIUS, RECT, REPEAT, REPLACE, RETURN, RGB, RIGHT, ROUND, SCREEN, SHAPE, SHIFT, SOFT_LIGHT, SPAN, SPHERE, SPOT, SQUARE, SUBTRACT, SVG, TAB, TARGA, TAU, TEXT, THIRD_PI, THRESHOLD, TIFF, TOP, TRIANGLE, TRIANGLE_FAN, TRIANGLE_STRIP, TRIANGLES, TWO_PI, UP, VERTEX, WAIT, WHITESPACE, WINDOWS, X, Y, Z`

  - ### Constructor Summary

    Constructors
    Constructor and Description
    `PGraphicsOpenGL()`

  - ### Method Summary

    All Methods Instance Methods Concrete Methods
    Modifier and Type | Method and Description
    --- | ---
    `void` | `ambientLight(float r, float g, float b)` Add an ambient light based on the current color mode.
    `void` | `ambientLight(float r, float g, float b, float x, float y, float z)` Add an ambient light based on the current color mode.
    `void` | `applyMatrix(float n00, float n01, float n02, float n10, float n11, float n12)`
    `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)` Apply a 4x4 transformation matrix to the modelview stack.
    `void` | `applyMatrix(PMatrix2D source)`
    `void` | `applyMatrix(PMatrix3D source)`
    `void` | `applyProjection(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)`
    `void` | `applyProjection(PMatrix3D mat)`
    `void` | `attrib(String name, boolean... values)`
    `void` | `attrib(String name, float... values)`
    `void` | `attrib(String name, int... values)`
    `void` | `beginCamera()` Set matrix mode to the camera matrix (instead of the current transformation matrix).
    `void` | `beginContour()`
    `void` | `beginDraw()` OpenGL cannot draw until a proper native peer is available, so this returns the value of PApplet.isDisplayable() (inherited from Component).
    `PGL` | `beginPGL()`
    `void` | `beginShape(int kind)` ( begin auto-generated from beginShape.xml ) Using the beginShape() and endShape() functions allow creating more complex forms.
    `void` | `bezierVertex(float x2, float y2, float x3, float y3, float x4, float y4)`
    `void` | `bezierVertex(float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)` ( begin auto-generated from bezierVertex.xml ) Specifies vertex coordinates for Bezier curves.
    `void` | `box(float w, float h, float d)`
    `void` | `camera()` Set camera to the default settings.
    `void` | `camera(float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ)` More flexible method for dealing with camera().
    `void` | `copy(int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)` ( begin auto-generated from PImage_copy.xml ) Copies a region of pixels from one image into another.
    `void` | `copy(PImage src, int sx, int sy, int sw, int sh, int dx, int dy, int dw, int dh)`
    `PSurface` | `createSurface()`
    `void` | `curveVertex(float x, float y)` ( begin auto-generated from curveVertex.xml ) Specifies vertex coordinates for curves.
    `void` | `curveVertex(float x, float y, float z)`
    `void` | `directionalLight(float r, float g, float b, float dx, float dy, float dz)` ( begin auto-generated from directionalLight.xml ) Adds a directional light.
    `void` | `dispose()` Handle any takedown for this graphics context.
    `void` | `ellipseImpl(float a, float b, float c, float d)`
    `void` | `endCamera()` Record the current settings into the camera matrix, and set the matrix mode back to the current transformation matrix.
    `void` | `endContour()`
    `void` | `endDraw()` ( begin auto-generated from PGraphics_endDraw.xml ) Finalizes the rendering of a PGraphics object so that it can be shown on screen.
    `void` | `endPGL()`
    `void` | `endShape(int mode)` ( begin auto-generated from endShape.xml ) The endShape() function is the companion to beginShape() and may only be called after beginShape().
    `void` | `filter(int kind)` This is really inefficient and not a good idea in OpenGL.
    `void` | `filter(int kind, float param)` This is really inefficient and not a good idea in OpenGL.
    `void` | `filter(PShader shader)`
    `void` | `flush()`
    `void` | `frustum(float left, float right, float bottom, float top, float znear, float zfar)` Same as glFrustum(), except that it wipes out (rather than multiplies against) the current perspective matrix.
    `int` | `get(int x, int y)` ( begin auto-generated from PImage_get.xml ) Reads the color of any pixel or grabs a section of an image.
    `Object` | `getCache(PImage image)` Get cache storage data for the specified renderer.
    `FrameBuffer` | `getFrameBuffer()` Not an approved function, test its use in libraries to grab the FB objects for offscreen PGraphics.
    `FrameBuffer` | `getFrameBuffer(boolean multi)`
    `PMatrix` | `getMatrix()`
    `PMatrix3D` | `getMatrix(PMatrix3D target)` Copy the current transformation matrix into the specified target.
    `float` | `getPixelScale()`
    `Texture` | `getTexture()` Not an approved function, this will change or be removed in the future.
    `Texture` | `getTexture(boolean load)` Not an approved function either, don't use it.
    `Texture` | `getTexture(PImage img)` Not an approved function, this will change or be removed in the future.
    `void` | `hint(int which)` ( begin auto-generated from hint.xml ) Set various hints and hacks for the renderer.
    `boolean` | `isGL()` Return true if this renderer does rendering through OpenGL.
    `void` | `lightFalloff(float constant, float linear, float quadratic)` Set the light falloff rates for the last light that was created.
    `void` | `lights()` Sets up an ambient and directional light using OpenGL.
    `void` | `lightSpecular(float x, float y, float z)` Set the specular color of the last light created.
    `void` | `line(float x1, float y1, float x2, float y2)` ( begin auto-generated from line.xml ) Draws a line (a direct path between two points) to the screen.
    `void` | `line(float x1, float y1, float z1, float x2, float y2, float z2)`
    `void` | `loadPixels()` ( begin auto-generated from PImage_loadPixels.xml ) Loads the pixel data for the image into its pixels[] array.
    `PShader` | `loadShader(String fragFilename)` ( begin auto-generated from loadShader.xml ) This is a new reference entry for Processing 2.0.
    `PShader` | `loadShader(String fragFilename, String vertFilename)`
    `PShape` | `loadShape(String filename)`
    `void` | `loadTexture()`
    `void` | `mask(PImage alpha)` ( begin auto-generated from PImage_mask.xml ) Masks part of an image from displaying by loading another image and using it as an alpha channel.
    `float` | `modelX(float x, float y, float z)` ( begin auto-generated from modelX.xml ) Returns the three-dimensional X, Y, Z position in model space.
    `float` | `modelY(float x, float y, float z)` ( begin auto-generated from modelY.xml ) Returns the three-dimensional X, Y, Z position in model space.
    `float` | `modelZ(float x, float y, float z)` ( begin auto-generated from modelZ.xml ) Returns the three-dimensional X, Y, Z position in model space.
    `void` | `noClip()`
    `void` | `noLights()` Disables lighting.
    `void` | `ortho()` Calls ortho() with the proper parameters for Processing's standard orthographic projection.
    `void` | `ortho(float left, float right, float bottom, float top)` Calls ortho() with the specified size of the viewing volume along the X and Z directions.
    `void` | `ortho(float left, float right, float bottom, float top, float near, float far)` Sets an orthographic projection.
    `void` | `perspective()` Calls perspective() with Processing's standard coordinate projection.
    `void` | `perspective(float fov, float aspect, float zNear, float zFar)` Similar to gluPerspective().
    `void` | `point(float x, float y)` ( begin auto-generated from point.xml ) Draws a point, a coordinate in space at the dimension of one pixel.
    `void` | `point(float x, float y, float z)`
    `void` | `pointLight(float r, float g, float b, float x, float y, float z)` ( begin auto-generated from pointLight.xml ) Adds a point light.
    `void` | `popMatrix()` ( begin auto-generated from popMatrix.xml ) Pops the current transformation matrix off the matrix stack.
    `void` | `popProjection()`
    `void` | `popStyle()` ( begin auto-generated from popStyle.xml ) The pushStyle() function saves the current style settings and popStyle() restores the prior settings; these functions are always used together.
    `void` | `printCamera()` Print the current camera matrix.
    `void` | `printMatrix()` Print the current model (or "transformation") matrix.
    `void` | `printProjection()` Print the current projection matrix.
    `void` | `pushMatrix()` ( begin auto-generated from pushMatrix.xml ) Pushes the current transformation matrix onto the matrix stack.
    `void` | `pushProjection()`
    `void` | `quad(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)` ( begin auto-generated from quad.xml ) A quad is a quadrilateral, a four sided polygon.
    `void` | `quadraticVertex(float cx, float cy, float x3, float y3)`
    `void` | `quadraticVertex(float cx, float cy, float cz, float x3, float y3, float z3)`
    `void` | `removeCache(PImage image)` Remove information associated with this renderer from the cache, if any.
    `void` | `resetMatrix()` ( begin auto-generated from resetMatrix.xml ) Replaces the current matrix with the identity matrix.
    `void` | `resetProjection()`
    `void` | `resetShader()` ( begin auto-generated from resetShader.xml ) This is a new reference entry for Processing 2.0.
    `void` | `resetShader(int kind)`
    `void` | `resize(int wide, int high)` ( begin auto-generated from PImage_resize.xml ) Resize the image to a new width and height.
    `void` | `rotate(float angle)` Two dimensional rotation.
    `void` | `rotate(float angle, float v0, float v1, float v2)` Rotate around an arbitrary vector, similar to glRotate(), except that it takes radians (instead of degrees).
    `void` | `rotateX(float angle)` ( begin auto-generated from rotateX.xml ) Rotates a shape around the x-axis the amount specified by the angle parameter.
    `void` | `rotateY(float angle)` ( begin auto-generated from rotateY.xml ) Rotates a shape around the y-axis the amount specified by the angle parameter.
    `void` | `rotateZ(float angle)` ( begin auto-generated from rotateZ.xml ) Rotates a shape around the z-axis the amount specified by the angle parameter.
    `boolean` | `save(String filename)` ( begin auto-generated from PImage_save.xml ) Saves the image into a file.
    `void` | `scale(float s)` Same as scale(s, s, s).
    `void` | `scale(float sx, float sy)` Same as scale(sx, sy, 1).
    `void` | `scale(float sx, float sy, float sz)` Scale in three dimensions.
    `float` | `screenX(float x, float y)` ( begin auto-generated from screenX.xml ) Takes a three-dimensional X, Y, Z position and returns the X value for where it will appear on a (two-dimensional) screen.
    `float` | `screenX(float x, float y, float z)`
    `float` | `screenY(float x, float y)` ( begin auto-generated from screenY.xml ) Takes a three-dimensional X, Y, Z position and returns the Y value for where it will appear on a (two-dimensional) screen.
    `float` | `screenY(float x, float y, float z)`
    `float` | `screenZ(float x, float y, float z)` ( begin auto-generated from screenZ.xml ) Takes a three-dimensional X, Y, Z position and returns the Z value for where it will appear on a (two-dimensional) screen.
    `void` | `set(int x, int y, int argb)` ( begin auto-generated from PImage_set.xml ) Changes the color of any pixel or writes an image directly into the display window. The x and y parameters specify the pixel to change and the color parameter specifies the color value.
    `void` | `setCache(PImage image, Object storage)` Store data of some kind for the renderer that requires extra metadata of some kind.
    `void` | `setMatrix(PMatrix2D source)` Set the current transformation to the contents of the specified source.
    `void` | `setMatrix(PMatrix3D source)` Set the current transformation to the contents of the specified source.
    `void` | `setPrimary(boolean primary)` Set (or unset) this as the main drawing surface.
    `void` | `setProjection(PMatrix3D mat)`
    `void` | `setSize(int iwidth, int iheight)` The final step in setting up a renderer, set its size of this renderer.
    `void` | `shader(PShader shader)` ( begin auto-generated from shader.xml ) This is a new reference entry for Processing 2.0.
    `void` | `shader(PShader shader, int kind)`
    `void` | `shearX(float angle)` ( begin auto-generated from shearX.xml ) Shears a shape around the x-axis the amount specified by the angle parameter.
    `void` | `shearY(float angle)` ( begin auto-generated from shearY.xml ) Shears a shape around the y-axis the amount specified by the angle parameter.
    `void` | `sphere(float r)` ( begin auto-generated from sphere.xml ) A sphere is a hollow ball made from tessellated triangles.
    `void` | `spotLight(float r, float g, float b, float x, float y, float z, float dx, float dy, float dz, float angle, float concentration)` ( begin auto-generated from spotLight.xml ) Adds a spot light.
    `void` | `strokeCap(int cap)` ( begin auto-generated from strokeCap.xml ) Sets the style for rendering line endings.
    `void` | `strokeJoin(int join)` ( begin auto-generated from strokeJoin.xml ) Sets the style of the joints which connect line segments.
    `void` | `strokeWeight(float weight)` ( begin auto-generated from strokeWeight.xml ) Sets the width of the stroke used for lines, points, and the border around shapes.
    `float` | `textAscent()` ( begin auto-generated from textAscent.xml ) Returns ascent of the current font at its current size.
    `float` | `textDescent()` ( begin auto-generated from textDescent.xml ) Returns descent of the current font at its current size.
    `void` | `textSize(float size)` ( begin auto-generated from textSize.xml ) Sets the current font size.
    `void` | `textureSampling(int sampling)`
    `void` | `textureWrap(int wrap)` ( begin auto-generated from textureWrap.xml ) Description to come...
    `void` | `translate(float tx, float ty)` ( begin auto-generated from translate.xml ) Specifies an amount to displace objects within the display window.
    `void` | `translate(float tx, float ty, float tz)`
    `void` | `triangle(float x1, float y1, float x2, float y2, float x3, float y3)` ( begin auto-generated from triangle.xml ) A triangle is a plane created by connecting three points.
    `void` | `updateDisplay()`
    `void` | `updateProjmodelview()`
    `void` | `updateTexture()`
    `void` | `updateTexture(int x, int y, int w, int h)`
    `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)` ( begin auto-generated from vertex.xml ) All shapes are constructed by connecting a series of vertices.

    - ### Methods inherited from class PGraphics

      `alpha, ambient, ambient, ambient, applyMatrix, arc, arc, background, background, background, background, background, background, background, beginRaw, beginShape, bezier, bezier, bezierDetail, bezierPoint, bezierTangent, blendMode, blue, box, brightness, canDraw, clear, clip, color, color, color, color, color, color, color, color, color, colorMode, colorMode, colorMode, colorMode, createShape, createShape, createShape, curve, curve, curveDetail, curvePoint, curveTangent, curveTightness, displayable, edge, ellipse, ellipseMode, emissive, emissive, emissive, endRaw, endShape, fill, fill, fill, fill, fill, fill, getFontMetrics, getFontRenderContext, getMatrix, getRaw, getStyle, getStyle, green, haveRaw, hue, image, image, image, imageMode, is2D, is2X, is3D, lerpColor, lerpColor, loadShape, noFill, normal, noSmooth, noStroke, noTexture, noTint, pushStyle, rect, rect, rect, rectMode, red, saturation, setMatrix, setParent, setPath, shape, shape, shape, shapeMode, shininess, showDepthWarning, showDepthWarningXYZ, showException, showMethodWarning, showMissingWarning, showVariationWarning, showWarning, showWarning, smooth, smooth, specular, specular, specular, sphereDetail, sphereDetail, stroke, stroke, stroke, stroke, stroke, stroke, style, text, text, text, text, text, text, text, text, text, text, text, textAlign, textAlign, textFont, textFont, textLeading, textMode, texture, textureMode, textWidth, textWidth, textWidth, tint, tint, tint, tint, tint, tint, vertex`

    - ### Methods inherited from class PImage

      `blend, blend, blendColor, clone, copy, get, get, getImage, getModifiedX1, getModifiedX2, getModifiedY1, getModifiedY2, getNative, init, init, isLoaded, isModified, mask, set, setLoaded, setLoaded, setModified, setModified, updatePixels, updatePixels`

    - ### Methods inherited from class Object

      `equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

- - ### Field Detail

    - #### pgl

          public PGL pgl

      Interface between Processing and OpenGL

    - #### initialized

          public boolean initialized

      Whether the PGraphics object is ready to render or not.

    - #### glPolyVertex

          public int glPolyVertex

    - #### glPolyColor

          public int glPolyColor

    - #### glPolyNormal

          public int glPolyNormal

    - #### glPolyTexcoord

          public int glPolyTexcoord

    - #### glPolyAmbient

          public int glPolyAmbient

    - #### glPolySpecular

          public int glPolySpecular

    - #### glPolyEmissive

          public int glPolyEmissive

    - #### glPolyShininess

          public int glPolyShininess

    - #### glPolyIndex

          public int glPolyIndex

    - #### glLineVertex

          public int glLineVertex

    - #### glLineColor

          public int glLineColor

    - #### glLineAttrib

          public int glLineAttrib

    - #### glLineIndex

          public int glLineIndex

    - #### glPointVertex

          public int glPointVertex

    - #### glPointColor

          public int glPointColor

    - #### glPointAttrib

          public int glPointAttrib

    - #### glPointIndex

          public int glPointIndex

    - #### npotTexSupported

          public static boolean npotTexSupported

      Extensions used by Processing

    - #### autoMipmapGenSupported

          public static boolean autoMipmapGenSupported

    - #### fboMultisampleSupported

          public static boolean fboMultisampleSupported

    - #### packedDepthStencilSupported

          public static boolean packedDepthStencilSupported

    - #### anisoSamplingSupported

          public static boolean anisoSamplingSupported

    - #### blendEqSupported

          public static boolean blendEqSupported

    - #### maxTextureSize

          public static int maxTextureSize

      Some hardware limits

    - #### maxSamples

          public static int maxSamples

    - #### maxAnisoAmount

          public static float maxAnisoAmount

    - #### depthBits

          public static int depthBits

    - #### stencilBits

          public static int stencilBits

    - #### OPENGL_VENDOR

          public static String OPENGL_VENDOR

      OpenGL information strings

    - #### OPENGL_RENDERER

          public static String OPENGL_RENDERER

    - #### OPENGL_VERSION

          public static String OPENGL_VERSION

    - #### OPENGL_EXTENSIONS

          public static String OPENGL_EXTENSIONS

    - #### GLSL_VERSION

          public static String GLSL_VERSION

    - #### cameraFOV

          public float cameraFOV

      Camera field of view.

    - #### cameraX

          public float cameraX

      Default position of the camera.

    - #### cameraY

          public float cameraY

      Default position of the camera.

    - #### cameraZ

          public float cameraZ

      Default position of the camera.

    - #### cameraNear

          public float cameraNear

      Distance of the near and far planes.

    - #### cameraFar

          public float cameraFar

      Distance of the near and far planes.

    - #### cameraAspect

          public float cameraAspect

      Aspect ratio of camera's view.

    - #### projection

          public PMatrix3D projection

    - #### camera

          public PMatrix3D camera

    - #### cameraInv

          public PMatrix3D cameraInv

    - #### modelview

          public PMatrix3D modelview

    - #### modelviewInv

          public PMatrix3D modelviewInv

    - #### projmodelview

          public PMatrix3D projmodelview

    - #### lights

          public boolean lights

    - #### lightCount

          public int lightCount

    - #### lightType

          public int[] lightType

      Light types

    - #### lightPosition

          public float[] lightPosition

      Light positions

    - #### lightNormal

          public float[] lightNormal

      Light direction (normalized vector)

    - #### lightAmbient

          public float[] lightAmbient

      Ambient colors for lights.

    - #### lightDiffuse

          public float[] lightDiffuse

      Diffuse colors for lights.

    - #### lightSpecular

          public float[] lightSpecular

      Specular colors for lights. Internally these are stored as numbers between 0 and 1.

    - #### lightFalloffCoefficients

          public float[] lightFalloffCoefficients

      Light falloff

    - #### lightSpotParameters

          public float[] lightSpotParameters

      Light spot parameters: Cosine of light spot angle and concentration

    - #### currentLightSpecular

          public float[] currentLightSpecular

      Current specular color for lighting

    - #### currentLightFalloffConstant

          public float currentLightFalloffConstant

      Current light falloff

    - #### currentLightFalloffLinear

          public float currentLightFalloffLinear

    - #### currentLightFalloffQuadratic

          public float currentLightFalloffQuadratic

  - ### Constructor Detail

    - #### PGraphicsOpenGL

          public PGraphicsOpenGL()

  - ### Method Detail

    - #### setPrimary

          public void setPrimary(boolean primary)

      Description copied from class: `PGraphics`
      Set (or unset) this as the main drawing surface. Meaning that it can safely be set to opaque (and given a default gray background), or anything else that goes along with that.
      Overrides:
        `setPrimary` in class `PGraphics`

    - #### setSize

          public void setSize(int iwidth,
                              int iheight)

      Description copied from class: `PGraphics`
      The final step in setting up a renderer, set its size of this renderer. This was formerly handled by the constructor, but instead it's been broken out so that setParent/setPrimary/setPath can be handled differently. Important: this is ignored by the Methods task because otherwise it will override setSize() in PApplet/Applet/Component, which will 1) not call super.setSize(), and 2) will cause the renderer to be resized from the event thread (EDT), causing a nasty crash as it collides with the animation thread.
      Overrides:
        `setSize` in class `PGraphics`

    - #### dispose

          public void dispose()

      Description copied from class: `PGraphics`
      Handle any takedown for this graphics context.

      This is called when a sketch is shut down and this renderer was specified using the size() command, or inside endRecord() and endRaw(), in order to shut things off.

      Overrides:
        `dispose` in class `PGraphics`

    - #### createSurface

          public PSurface createSurface()

      Overrides:
        `createSurface` in class `PGraphics`

    - #### setCache

          public void setCache(PImage image,
                               Object storage)

      Description copied from class: `PGraphics`
      Store data of some kind for the renderer that requires extra metadata of some kind. Usually this is a renderer-specific representation of the image data, for instance a BufferedImage with tint() settings applied for PGraphicsJava2D, or resized image data and OpenGL texture indices for PGraphicsOpenGL.
      Overrides:
        `setCache` in class `PGraphics`
        `storage` - The metadata required by the renderer

    - #### getCache

          public Object getCache(PImage image)

      Description copied from class: `PGraphics`
      Get cache storage data for the specified renderer. Because each renderer will cache data in different formats, it's necessary to store cache data keyed by the renderer object. Otherwise, attempting to draw the same image to both a PGraphicsJava2D and a PGraphicsOpenGL will cause errors.
      Overrides:
        `getCache` in class `PGraphics`
      Returns:
        metadata stored for the specified renderer

    - #### removeCache

          public void removeCache(PImage image)

      Description copied from class: `PGraphics`
      Remove information associated with this renderer from the cache, if any.
      Overrides:
        `removeCache` in class `PGraphics`

    - #### getPixelScale

          public float getPixelScale()

    - #### beginDraw

          public void beginDraw()

      OpenGL cannot draw until a proper native peer is available, so this returns the value of PApplet.isDisplayable() (inherited from Component).
      Overrides:
        `beginDraw` in class `PGraphics`

    - #### endDraw

          public void endDraw()

      Description copied from class: `PGraphics`
      ( begin auto-generated from PGraphics_endDraw.xml ) Finalizes the rendering of a PGraphics object so that it can be shown on screen. ( end auto-generated )

      ### Advanced

      When creating your own PGraphics, you should call this when you're finished drawing.
      Overrides:
        `endDraw` in class `PGraphics`

    - #### beginPGL

          public PGL beginPGL()

      Overrides:
        `beginPGL` in class `PGraphics`

    - #### endPGL

          public void endPGL()

      Overrides:
        `endPGL` in class `PGraphics`

    - #### updateProjmodelview

          public void updateProjmodelview()

    - #### hint

          public void hint(int which)

      Description copied from class: `PGraphics`
      ( begin auto-generated from hint.xml ) Set various hints and hacks for the renderer. This is used to handle obscure rendering features that cannot be implemented in a consistent manner across renderers. Many options will often graduate to standard features instead of hints over time.
      hint(ENABLE_OPENGL_4X_SMOOTH) - Enable 4x anti-aliasing for P3D. This can help force anti-aliasing if it has not been enabled by the user. On some graphics cards, this can also be set by the graphics driver's control panel, however not all cards make this available. This hint must be called immediately after the size() command because it resets the renderer, obliterating any settings and anything drawn (and like size(), re-running the code that came before it again).
      hint(DISABLE_OPENGL_2X_SMOOTH) - In Processing 1.0, Processing always enables 2x smoothing when the P3D renderer is used. This hint disables the default 2x smoothing and returns the smoothing behavior found in earlier releases, where smooth() and noSmooth() could be used to enable and disable smoothing, though the quality was inferior.
      hint(ENABLE_NATIVE_FONTS) - Use the native version fonts when they are installed, rather than the bitmapped version from a .vlw file. This is useful with the default (or JAVA2D) renderer setting, as it will improve font rendering speed. This is not enabled by default, because it can be misleading while testing because the type will look great on your machine (because you have the font installed) but lousy on others' machines if the identical font is unavailable. This option can only be set per-sketch, and must be called before any use of textFont().
      hint(DISABLE_DEPTH_TEST) - Disable the zbuffer, allowing you to draw on top of everything at will. When depth testing is disabled, items will be drawn to the screen sequentially, like a painting. This hint is most often used to draw in 3D, then draw in 2D on top of it (for instance, to draw GUI controls in 2D on top of a 3D interface). Starting in release 0149, this will also clear the depth buffer. Restore the default with hint(ENABLE_DEPTH_TEST), but note that with the depth buffer cleared, any 3D drawing that happens later in draw() will ignore existing shapes on the screen.
      hint(ENABLE_DEPTH_SORT) - Enable primitive z-sorting of triangles and lines in P3D and OPENGL. This can slow performance considerably, and the algorithm is not yet perfect. Restore the default with hint(DISABLE_DEPTH_SORT).
      hint(DISABLE_OPENGL_ERROR_REPORT) - Speeds up the P3D renderer setting by not checking for errors while running. Undo with hint(ENABLE_OPENGL_ERROR_REPORT).
      As of release 0149, unhint() has been removed in favor of adding additional ENABLE/DISABLE constants to reset the default behavior. This prevents the double negatives, and also reinforces which hints can be enabled or disabled. ( end auto-generated )
      Overrides:
        `hint` in class `PGraphics`
      Parameters:
        `which` - name of the hint to be enabled or disabled
      See Also:
        `PGraphics`, `PApplet.createGraphics(int, int, String, String)`, `PApplet.size(int, int)`

    - #### beginShape

          public void beginShape(int kind)

      Description copied from class: `PGraphics`
      ( begin auto-generated from beginShape.xml ) Using the beginShape() and endShape() functions allow creating more complex forms. beginShape() begins recording vertices for a shape and endShape() stops recording. The value of the MODE parameter tells it which types of shapes to create from the provided vertices. With no mode specified, the shape can be any irregular polygon. The parameters available for beginShape() are POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the beginShape() function, a series of vertex() commands must follow. To stop drawing the shape, call endShape(). The vertex() function with two parameters specifies a position in 2D and the vertex() function with three parameters specifies a position in 3D. Each shape will be outlined with the current stroke color and filled with the fill color.
      Transformations such as translate(), rotate(), and scale() do not work within beginShape(). It is also not possible to use other shapes, such as ellipse() or rect() within beginShape().
      The P3D renderer settings allow stroke() and fill() settings to be altered per-vertex, however the default P2D renderer does not. Settings such as strokeWeight(), strokeCap(), and strokeJoin() cannot be changed while inside a beginShape()/endShape() block with any renderer. ( end auto-generated )
      Overrides:
        `beginShape` in class `PGraphics`
      Parameters:
        `kind` - Either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, or QUAD_STRIP
      See Also:
        `PShape`, `PGraphics.endShape()`, `PGraphics.vertex(float, float, float, float, float)`, `PGraphics.curveVertex(float, float, float)`, `PGraphics.bezierVertex(float, float, float, float, float, float, float, float, float)`

    - #### endShape

          public void endShape(int mode)

      Description copied from class: `PGraphics`
      ( begin auto-generated from endShape.xml ) The endShape() function is the companion to beginShape() and may only be called after beginShape(). When endshape() is called, all of image data defined since the previous call to beginShape() is written into the image buffer. The constant CLOSE as the value for the MODE parameter to close the shape (to connect the beginning and the end). ( end auto-generated )
      Overrides:
        `endShape` in class `PGraphics`
      Parameters:
        `mode` - use CLOSE to close the shape
      See Also:
        `PShape`, `PGraphics.beginShape(int)`

    - #### textureWrap

          public void textureWrap(int wrap)

      Description copied from class: `PGraphics`
      ( begin auto-generated from textureWrap.xml ) Description to come... ( end auto-generated from textureWrap.xml )
      Overrides:
        `textureWrap` in class `PGraphics`
      Parameters:
        `wrap` - Either CLAMP (default) or REPEAT
      See Also:
        `PGraphics.texture(PImage)`, `PGraphics.textureMode(int)`

    - #### textureSampling

          public void textureSampling(int sampling)

    - #### beginContour

          public void beginContour()

      Overrides:
        `beginContour` in class `PGraphics`

    - #### endContour

          public void endContour()

      Overrides:
        `endContour` in class `PGraphics`

    - #### vertex

          public void vertex(float x,
                             float y)

      Overrides:
        `vertex` in class `PGraphics`

    - #### vertex

          public void vertex(float x,
                             float y,
                             float u,
                             float v)

      Overrides:
        `vertex` in class `PGraphics`

    - #### vertex

          public void vertex(float x,
                             float y,
                             float z)

      Overrides:
        `vertex` in class `PGraphics`

    - #### vertex

          public void vertex(float x,
                             float y,
                             float z,
                             float u,
                             float v)

      Description copied from class: `PGraphics`
      ( begin auto-generated from vertex.xml ) All shapes are constructed by connecting a series of vertices. vertex() is used to specify the vertex coordinates for points, lines, triangles, quads, and polygons and is used exclusively within the beginShape() and endShape() function.
      Drawing a vertex in 3D using the z parameter requires the P3D parameter in combination with size as shown in the above example.
      This function is also used to map a texture onto the geometry. The texture() function declares the texture to apply to the geometry and the u and v coordinates set define the mapping of this texture to the form. By default, the coordinates used for u and v are specified in relation to the image's size in pixels, but this relation can be changed with textureMode(). ( end auto-generated )
      Overrides:
        `vertex` in class `PGraphics`
      Parameters:
        `x` - x-coordinate of the vertex
        `y` - y-coordinate of the vertex
        `z` - z-coordinate of the vertex
        `u` - horizontal coordinate for the texture mapping
        `v` - vertical coordinate for the texture mapping
      See Also:
        `PGraphics.beginShape(int)`, `PGraphics.endShape(int)`, `PGraphics.bezierVertex(float, float, float, float, float, float, float, float, float)`, `PGraphics.quadraticVertex(float, float, float, float, float, float)`, `PGraphics.curveVertex(float, float, float)`, `PGraphics.texture(PImage)`

    - #### attrib

          public void attrib(String name,
                             float... values)

      Overrides:
        `attrib` in class `PGraphics`

    - #### attrib

          public void attrib(String name,
                             int... values)

      Overrides:
        `attrib` in class `PGraphics`

    - #### attrib

          public void attrib(String name,
                             boolean... values)

      Overrides:
        `attrib` in class `PGraphics`

    - #### noClip

          public void noClip()

      Overrides:
        `noClip` in class `PGraphics`

    - #### flush

          public void flush()

      Overrides:
        `flush` in class `PGraphics`

    - #### bezierVertex

          public void bezierVertex(float x2,
                                   float y2,
                                   float x3,
                                   float y3,
                                   float x4,
                                   float y4)

      Overrides:
        `bezierVertex` in class `PGraphics`

    - #### bezierVertex

          public void bezierVertex(float x2,
                                   float y2,
                                   float z2,
                                   float x3,
                                   float y3,
                                   float z3,
                                   float x4,
                                   float y4,
                                   float z4)

      Description copied from class: `PGraphics`
      ( begin auto-generated from bezierVertex.xml ) Specifies vertex coordinates for Bezier curves. Each call to bezierVertex() defines the position of two control points and one anchor point of a Bezier curve, adding a new segment to a line or shape. The first time bezierVertex() is used within a beginShape() call, it must be prefaced with a call to vertex() to set the first anchor point. This function must be used between beginShape() and endShape() and only when there is no MODE parameter specified to beginShape(). Using the 3D version requires rendering with P3D (see the Environment reference for more information). ( end auto-generated )
      Overrides:
        `bezierVertex` in class `PGraphics`
      Parameters:
        `x2` - the x-coordinate of the 1st control point
        `y2` - the y-coordinate of the 1st control point
        `z2` - the z-coordinate of the 1st control point
        `x3` - the x-coordinate of the 2nd control point
        `y3` - the y-coordinate of the 2nd control point
        `z3` - the z-coordinate of the 2nd control point
        `x4` - the x-coordinate of the anchor point
        `y4` - the y-coordinate of the anchor point
        `z4` - the z-coordinate of the anchor point
      See Also:
        `PGraphics.curveVertex(float, float, float)`, `PGraphics.vertex(float, float, float, float, float)`, `PGraphics.quadraticVertex(float, float, float, float, float, float)`, `PGraphics.bezier(float, float, float, float, float, float, float, float, float, float, float, float)`

    - #### quadraticVertex

          public void quadraticVertex(float cx,
                                      float cy,
                                      float x3,
                                      float y3)

      Overrides:
        `quadraticVertex` in class `PGraphics`
      Parameters:
        `cx` - the x-coordinate of the control point
        `cy` - the y-coordinate of the control point
        `x3` - the x-coordinate of the anchor point
        `y3` - the y-coordinate of the anchor point
      See Also:
        `PGraphics.curveVertex(float, float, float)`, `PGraphics.vertex(float, float, float, float, float)`, `PGraphics.bezierVertex(float, float, float, float, float, float)`, `PGraphics.bezier(float, float, float, float, float, float, float, float, float, float, float, float)`

    - #### quadraticVertex

          public void quadraticVertex(float cx,
                                      float cy,
                                      float cz,
                                      float x3,
                                      float y3,
                                      float z3)

      Overrides:
        `quadraticVertex` in class `PGraphics`
        `cz` - the z-coordinate of the control point
        `z3` - the z-coordinate of the anchor point

    - #### curveVertex

          public void curveVertex(float x,
                                  float y)

      Description copied from class: `PGraphics`
      ( begin auto-generated from curveVertex.xml ) Specifies vertex coordinates for curves. This function may only be used between beginShape() and endShape() and only when there is no MODE parameter specified to beginShape(). The first and last points in a series of curveVertex() lines will be used to guide the beginning and end of a the curve. A minimum of four points is required to draw a tiny curve between the second and third points. Adding a fifth point with curveVertex() will draw the curve between the second, third, and fourth points. The curveVertex() function is an implementation of Catmull-Rom splines. Using the 3D version requires rendering with P3D (see the Environment reference for more information). ( end auto-generated )
      Overrides:
        `curveVertex` in class `PGraphics`
      Parameters:
        `x` - the x-coordinate of the vertex
        `y` - the y-coordinate of the vertex
      See Also:
        `PGraphics.curve(float, float, float, float, float, float, float, float, float, float, float, float)`, `PGraphics.beginShape(int)`, `PGraphics.endShape(int)`, `PGraphics.vertex(float, float, float, float, float)`, `PGraphics.bezier(float, float, float, float, float, float, float, float, float, float, float, float)`, `PGraphics.quadraticVertex(float, float, float, float, float, float)`

    - #### curveVertex

          public void curveVertex(float x,
                                  float y,
                                  float z)

      Overrides:
        `curveVertex` in class `PGraphics`
        `z` - the z-coordinate of the vertex

    - #### point

          public void point(float x,
                            float y)

      Description copied from class: `PGraphics`
      ( begin auto-generated from point.xml ) Draws a point, a coordinate in space at the dimension of one pixel. The first parameter is the horizontal value for the point, the second value is the vertical value for the point, and the optional third value is the depth value. Drawing this shape in 3D with the z parameter requires the P3D parameter in combination with size() as shown in the above example. ( end auto-generated )
      Overrides:
        `point` in class `PGraphics`
      Parameters:
        `x` - x-coordinate of the point
        `y` - y-coordinate of the point

    - #### point

          public void point(float x,
                            float y,
                            float z)

      Overrides:
        `point` in class `PGraphics`
        `z` - z-coordinate of the point

    - #### line

          public void line(float x1,
                           float y1,
                           float x2,
                           float y2)

      Description copied from class: `PGraphics`
      ( begin auto-generated from line.xml ) Draws a line (a direct path between two points) to the screen. The version of line() with four parameters draws the line in 2D. To color a line, use the stroke() function. A line cannot be filled, therefore the fill() function will not affect the color of a line. 2D lines are drawn with a width of one pixel by default, but this can be changed with the strokeWeight() function. The version with six parameters allows the line to be placed anywhere within XYZ space. Drawing this shape in 3D with the z parameter requires the P3D parameter in combination with size() as shown in the above example. ( end auto-generated )
      Overrides:
        `line` in class `PGraphics`
      Parameters:
        `x1` - x-coordinate of the first point
        `y1` - y-coordinate of the first point
        `x2` - x-coordinate of the second point
        `y2` - y-coordinate of the second point
      See Also:
        `PGraphics.strokeWeight(float)`, `PGraphics.strokeJoin(int)`, `PGraphics.strokeCap(int)`, `PGraphics.beginShape()`

    - #### line

          public void line(float x1,
                           float y1,
                           float z1,
                           float x2,
                           float y2,
                           float z2)

      Overrides:
        `line` in class `PGraphics`
        `z1` - z-coordinate of the first point
        `z2` - z-coordinate of the second point

    - #### triangle

          public void triangle(float x1,
                               float y1,
                               float x2,
                               float y2,
                               float x3,
                               float y3)

      Description copied from class: `PGraphics`
      ( begin auto-generated from triangle.xml ) A triangle is a plane created by connecting three points. The first two arguments specify the first point, the middle two arguments specify the second point, and the last two arguments specify the third point. ( end auto-generated )
      Overrides:
        `triangle` in class `PGraphics`
      Parameters:
        `x1` - x-coordinate of the first point
        `y1` - y-coordinate of the first point
        `x2` - x-coordinate of the second point
        `y2` - y-coordinate of the second point
        `x3` - x-coordinate of the third point
        `y3` - y-coordinate of the third point
      See Also:
        `PApplet.beginShape()`

    - #### quad

          public void quad(float x1,
                           float y1,
                           float x2,
                           float y2,
                           float x3,
                           float y3,
                           float x4,
                           float y4)

      Description copied from class: `PGraphics`
      ( begin auto-generated from quad.xml ) A quad is a quadrilateral, a four sided polygon. It is similar to a rectangle, but the angles between its edges are not constrained to ninety degrees. The first pair of parameters (x1,y1) sets the first vertex and the subsequent pairs should proceed clockwise or counter-clockwise around the defined shape. ( end auto-generated )
      Overrides:
        `quad` in class `PGraphics`
      Parameters:
        `x1` - x-coordinate of the first corner
        `y1` - y-coordinate of the first corner
        `x2` - x-coordinate of the second corner
        `y2` - y-coordinate of the second corner
        `x3` - x-coordinate of the third corner
        `y3` - y-coordinate of the third corner
        `x4` - x-coordinate of the fourth corner
        `y4` - y-coordinate of the fourth corner

    - #### ellipseImpl

          public void ellipseImpl(float a,
                                  float b,
                                  float c,
                                  float d)

    - #### box

          public void box(float w,
                          float h,
                          float d)

      Overrides:
        `box` in class `PGraphics`
      Parameters:
        `w` - dimension of the box in the x-dimension
        `h` - dimension of the box in the y-dimension
        `d` - dimension of the box in the z-dimension

    - #### sphere

          public void sphere(float r)

      Description copied from class: `PGraphics`
      ( begin auto-generated from sphere.xml ) A sphere is a hollow ball made from tessellated triangles. ( end auto-generated )

      ### Advanced

      Implementation notes:

      cache all the points of the sphere in a static array top and bottom are just a bunch of triangles that land in the center point

      sphere is a series of concentric circles who radii vary along the shape, based on, er.. cos or something

           [toxi 031031] new sphere code. removed all multiplies with
           radius, as scale() will take care of that anyway

           [toxi 031223] updated sphere code (removed modulos)
           and introduced sphereAt(x,y,z,r)
           to avoid additional translate()'s on the user/sketch side

           [davbol 080801] now using separate sphereDetailU/V

      Overrides:
        `sphere` in class `PGraphics`
      Parameters:
        `r` - the radius of the sphere
      See Also:
        `PGraphics.sphereDetail(int)`

    - #### loadShape

          public PShape loadShape(String filename)

      Overrides:
        `loadShape` in class `PGraphics`
      Parameters:
        `filename` - name of file to load, can be .svg or .obj
      See Also:
        `PShape`, `PApplet.createShape()`

    - #### textAscent

          public float textAscent()

      Description copied from class: `PGraphics`
      ( begin auto-generated from textAscent.xml ) Returns ascent of the current font at its current size. This information is useful for determining the height of the font above the baseline. For example, adding the textAscent() and textDescent() values will give you the total height of the line. ( end auto-generated )
      Overrides:
        `textAscent` in class `PGraphics`
      See Also:
        `PGraphics.textDescent()`

    - #### textDescent

          public float textDescent()

      Description copied from class: `PGraphics`
      ( begin auto-generated from textDescent.xml ) Returns descent of the current font at its current size. This information is useful for determining the height of the font below the baseline. For example, adding the textAscent() and textDescent() values will give you the total height of the line. ( end auto-generated )
      Overrides:
        `textDescent` in class `PGraphics`
      See Also:
        `PGraphics.textAscent()`

    - #### textSize

          public void textSize(float size)

      Description copied from class: `PGraphics`
      ( begin auto-generated from textSize.xml ) Sets the current font size. This size will be used in all subsequent calls to the text() function. Font size is measured in units of pixels. ( end auto-generated )
      Overrides:
        `textSize` in class `PGraphics`
      Parameters:
        `size` - the size of the letters in units of pixels
      See Also:
        `PApplet.loadFont(String)`, `PFont.PFont(java.io.InputStream)`, `PGraphics.text(String, float, float)`, `PGraphics.textFont(PFont)`

    - #### pushMatrix

          public void pushMatrix()

      Description copied from class: `PGraphics`
      ( begin auto-generated from pushMatrix.xml ) Pushes the current transformation matrix onto the matrix stack. Understanding pushMatrix() and popMatrix() requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in conjuction with the other transformation functions and may be embedded to control the scope of the transformations. ( end auto-generated )
      Overrides:
        `pushMatrix` in class `PGraphics`
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.translate(float, float, float)`, `PGraphics.scale(float)`, `PGraphics.rotate(float)`, `PGraphics.rotateX(float)`, `PGraphics.rotateY(float)`, `PGraphics.rotateZ(float)`

    - #### popMatrix

          public void popMatrix()

      Description copied from class: `PGraphics`
      ( begin auto-generated from popMatrix.xml ) Pops the current transformation matrix off the matrix stack. Understanding pushing and popping requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in conjuction with the other transformation functions and may be embedded to control the scope of the transformations. ( end auto-generated )
      Overrides:
        `popMatrix` in class `PGraphics`
      See Also:
        `PGraphics.pushMatrix()`

    - #### translate

          public void translate(float tx,
                                float ty)

      Description copied from class: `PGraphics`
      ( begin auto-generated from translate.xml ) Specifies an amount to displace objects within the display window. The x parameter specifies left/right translation, the y parameter specifies up/down translation, and the z parameter specifies translations toward/away from the screen. Using this function with the z parameter requires using P3D as a parameter in combination with size as shown in the above example. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling translate(50, 0) and then translate(20, 0) is the same as translate(70, 0). If translate() is called within draw(), the transformation is reset when the loop begins again. This function can be further controlled by the pushMatrix() and popMatrix(). ( end auto-generated )
      Overrides:
        `translate` in class `PGraphics`
      Parameters:
        `tx` - left/right translation
        `ty` - up/down translation
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.rotate(float)`, `PGraphics.rotateX(float)`, `PGraphics.rotateY(float)`, `PGraphics.rotateZ(float)`, `PGraphics.scale(float, float, float)`

    - #### translate

          public void translate(float tx,
                                float ty,
                                float tz)

      Overrides:
        `translate` in class `PGraphics`
        `tz` - forward/backward translation

    - #### rotate

          public void rotate(float angle)

      Two dimensional rotation. Same as rotateZ (this is identical to a 3D rotation along the z-axis) but included for clarity -- it'd be weird for people drawing 2D graphics to be using rotateZ. And they might kick our a-- for the confusion.
      Overrides:
        `rotate` in class `PGraphics`
      Parameters:
        `angle` - angle of rotation specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.rotateX(float)`, `PGraphics.rotateY(float)`, `PGraphics.rotateZ(float)`, `PGraphics.scale(float, float, float)`, `PApplet.radians(float)`

    - #### rotateX

          public void rotateX(float angle)

      Description copied from class: `PGraphics`
      ( begin auto-generated from rotateX.xml ) Rotates a shape around the x-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateX(PI/2) and then rotateX(PI/2) is the same as rotateX(PI). If rotateX() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the example above. ( end auto-generated )
      Overrides:
        `rotateX` in class `PGraphics`
      Parameters:
        `angle` - angle of rotation specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.rotate(float)`, `PGraphics.rotateY(float)`, `PGraphics.rotateZ(float)`, `PGraphics.scale(float, float, float)`, `PGraphics.translate(float, float, float)`

    - #### rotateY

          public void rotateY(float angle)

      Description copied from class: `PGraphics`
      ( begin auto-generated from rotateY.xml ) Rotates a shape around the y-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateY(PI/2) and then rotateY(PI/2) is the same as rotateY(PI). If rotateY() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the examples above. ( end auto-generated )
      Overrides:
        `rotateY` in class `PGraphics`
      Parameters:
        `angle` - angle of rotation specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.rotate(float)`, `PGraphics.rotateX(float)`, `PGraphics.rotateZ(float)`, `PGraphics.scale(float, float, float)`, `PGraphics.translate(float, float, float)`

    - #### rotateZ

          public void rotateZ(float angle)

      Description copied from class: `PGraphics`
      ( begin auto-generated from rotateZ.xml ) Rotates a shape around the z-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always rotated around their relative position to the origin and positive numbers rotate objects in a counterclockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling rotateZ(PI/2) and then rotateZ(PI/2) is the same as rotateZ(PI). If rotateZ() is called within the draw(), the transformation is reset when the loop begins again. This function requires using P3D as a third parameter to size() as shown in the examples above. ( end auto-generated )
      Overrides:
        `rotateZ` in class `PGraphics`
      Parameters:
        `angle` - angle of rotation specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.rotate(float)`, `PGraphics.rotateX(float)`, `PGraphics.rotateY(float)`, `PGraphics.scale(float, float, float)`, `PGraphics.translate(float, float, float)`

    - #### rotate

          public void rotate(float angle,
                             float v0,
                             float v1,
                             float v2)

      Rotate around an arbitrary vector, similar to glRotate(), except that it takes radians (instead of degrees).
      Overrides:
        `rotate` in class `PGraphics`

    - #### scale

          public void scale(float s)

      Same as scale(s, s, s).
      Overrides:
        `scale` in class `PGraphics`
      Parameters:
        `s` - percentage to scale the object
      See Also:
        `PGraphics.pushMatrix()`, `PGraphics.popMatrix()`, `PGraphics.translate(float, float, float)`, `PGraphics.rotate(float)`, `PGraphics.rotateX(float)`, `PGraphics.rotateY(float)`, `PGraphics.rotateZ(float)`

    - #### scale

          public void scale(float sx,
                            float sy)

      Same as scale(sx, sy, 1).
      Overrides:
        `scale` in class `PGraphics`
      Parameters:
        `sx` - percentage to scale the object in the x-axis
        `sy` - percentage to scale the object in the y-axis

    - #### scale

          public void scale(float sx,
                            float sy,
                            float sz)

      Scale in three dimensions.
      Overrides:
        `scale` in class `PGraphics`
        `sz` - percentage to scale the object in the z-axis

    - #### shearX

          public void shearX(float angle)

      Description copied from class: `PGraphics`
      ( begin auto-generated from shearX.xml ) Shears a shape around the x-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always sheared around their relative position to the origin and positive numbers shear objects in a clockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling shearX(PI/2) and then shearX(PI/2) is the same as shearX(PI). If shearX() is called within the draw(), the transformation is reset when the loop begins again.
      Technically, shearX() multiplies the current transformation matrix by a rotation matrix. This function can be further controlled by the pushMatrix() and popMatrix() functions. ( end auto-generated )
      Overrides:
        `shearX` in class `PGraphics`
      Parameters:
        `angle` - angle of shear specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.shearY(float)`, `PGraphics.scale(float, float, float)`, `PGraphics.translate(float, float, float)`, `PApplet.radians(float)`

    - #### shearY

          public void shearY(float angle)

      Description copied from class: `PGraphics`
      ( begin auto-generated from shearY.xml ) Shears a shape around the y-axis the amount specified by the angle parameter. Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the radians() function. Objects are always sheared around their relative position to the origin and positive numbers shear objects in a clockwise direction. Transformations apply to everything that happens after and subsequent calls to the function accumulates the effect. For example, calling shearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If shearY() is called within the draw(), the transformation is reset when the loop begins again.
      Technically, shearY() multiplies the current transformation matrix by a rotation matrix. This function can be further controlled by the pushMatrix() and popMatrix() functions. ( end auto-generated )
      Overrides:
        `shearY` in class `PGraphics`
      Parameters:
        `angle` - angle of shear specified in radians
      See Also:
        `PGraphics.popMatrix()`, `PGraphics.pushMatrix()`, `PGraphics.shearX(float)`, `PGraphics.scale(float, float, float)`, `PGraphics.translate(float, float, float)`, `PApplet.radians(float)`

    - #### resetMatrix

          public void resetMatrix()

      Description copied from class: `PGraphics`
      ( begin auto-generated from resetMatrix.xml ) Replaces the current matrix with the identity matrix. The equivalent function in OpenGL is glLoadIdentity(). ( end auto-generated )
      Overrides:
        `resetMatrix` in class `PGraphics`
      See Also:
        `PGraphics.pushMatrix()`, `PGraphics.popMatrix()`, `PGraphics.applyMatrix(PMatrix)`, `PGraphics.printMatrix()`

    - #### applyMatrix

          public void applyMatrix(PMatrix2D source)

      Overrides:
        `applyMatrix` in class `PGraphics`

    - #### applyMatrix

          public void applyMatrix(float n00,
                                  float n01,
                                  float n02,
                                  float n10,
                                  float n11,
                                  float n12)

      Overrides:
        `applyMatrix` in class `PGraphics`
      Parameters:
        `n00` - numbers which define the 4x4 matrix to be multiplied
        `n01` - numbers which define the 4x4 matrix to be multiplied
        `n02` - numbers which define the 4x4 matrix to be multiplied
        `n10` - numbers which define the 4x4 matrix to be multiplied
        `n11` - numbers which define the 4x4 matrix to be multiplied
        `n12` - numbers which define the 4x4 matrix to be multiplied

    - #### applyMatrix

          public void applyMatrix(PMatrix3D source)

      Overrides:
        `applyMatrix` in class `PGraphics`

    - #### applyMatrix

          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)

      Apply a 4x4 transformation matrix to the modelview stack.
      Overrides:
        `applyMatrix` in class `PGraphics`
        `n03` - numbers which define the 4x4 matrix to be multiplied
        `n13` - numbers which define the 4x4 matrix to be multiplied
        `n20` - numbers which define the 4x4 matrix to be multiplied
        `n21` - numbers which define the 4x4 matrix to be multiplied
        `n22` - numbers which define the 4x4 matrix to be multiplied
        `n23` - numbers which define the 4x4 matrix to be multiplied
        `n30` - numbers which define the 4x4 matrix to be multiplied
        `n31` - numbers which define the 4x4 matrix to be multiplied
        `n32` - numbers which define the 4x4 matrix to be multiplied
        `n33` - numbers which define the 4x4 matrix to be multiplied

    - #### getMatrix

          public PMatrix getMatrix()

      Overrides:
        `getMatrix` in class `PGraphics`

    - #### getMatrix

          public PMatrix3D getMatrix(PMatrix3D target)

      Description copied from class: `PGraphics`
      Copy the current transformation matrix into the specified target. Pass in null to create a new matrix.
      Overrides:
        `getMatrix` in class `PGraphics`

    - #### setMatrix

          public void setMatrix(PMatrix2D source)

      Description copied from class: `PGraphics`
      Set the current transformation to the contents of the specified source.
      Overrides:
        `setMatrix` in class `PGraphics`

    - #### setMatrix

          public void setMatrix(PMatrix3D source)

      Set the current transformation to the contents of the specified source.
      Overrides:
        `setMatrix` in class `PGraphics`

    - #### printMatrix

          public void printMatrix()

      Print the current model (or "transformation") matrix.
      Overrides:
        `printMatrix` in class `PGraphics`
      See Also:
        `PGraphics.pushMatrix()`, `PGraphics.popMatrix()`, `PGraphics.resetMatrix()`, `PGraphics.applyMatrix(PMatrix)`

    - #### pushProjection

          public void pushProjection()

    - #### popProjection

          public void popProjection()

    - #### resetProjection

          public void resetProjection()

    - #### applyProjection

          public void applyProjection(PMatrix3D mat)

    - #### applyProjection

          public void applyProjection(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)

    - #### setProjection

          public void setProjection(PMatrix3D mat)

    - #### beginCamera

          public void beginCamera()

      Set matrix mode to the camera matrix (instead of the current transformation matrix). This means applyMatrix, resetMatrix, etc. will affect the camera.

      Note that the camera matrix is *not* the perspective matrix, it contains the values of the modelview matrix immediatly after the latter was initialized with ortho() or camera(), or the modelview matrix as result of the operations applied between beginCamera()/endCamera().

      beginCamera() specifies that all coordinate transforms until endCamera() should be pre-applied in inverse to the camera transform matrix. Note that this is only challenging when a user specifies an arbitrary matrix with applyMatrix(). Then that matrix will need to be inverted, which may not be possible. But take heart, if a user is applying a non-invertible matrix to the camera transform, then he is clearly up to no good, and we can wash our hands of those bad intentions.

      begin/endCamera clauses do not automatically reset the camera transform matrix. That's because we set up a nice default camera transform in setup(), and we expect it to hold through draw(). So we don't reset the camera transform matrix at the top of draw(). That means that an innocuous-looking clause like

           beginCamera();
           translate(0, 0, 10);
           endCamera();

      at the top of draw(), will result in a runaway camera that shoots infinitely out of the screen over time. In order to prevent this, it is necessary to call some function that does a hard reset of the camera transform matrix inside of begin/endCamera. Two options are

           camera(); // sets up the nice default camera transform
           resetMatrix(); // sets up the identity camera transform

      So to rotate a camera a constant amount, you might try

           beginCamera();
           camera();
           rotateY(PI / 8);
           endCamera();

      Overrides:
        `beginCamera` in class `PGraphics`
      See Also:
        `PGraphics.camera()`, `PGraphics.endCamera()`, `PGraphics.applyMatrix(PMatrix)`, `PGraphics.resetMatrix()`, `PGraphics.translate(float, float, float)`, `PGraphics.scale(float, float, float)`

    - #### endCamera

          public void endCamera()

      Record the current settings into the camera matrix, and set the matrix mode back to the current transformation matrix.

      Note that this will destroy any settings to scale(), translate(), or whatever, because the final camera matrix will be copied (not multiplied) into the modelview.

      Overrides:
        `endCamera` in class `PGraphics`
      See Also:
        `PGraphics.camera(float, float, float, float, float, float, float, float, float)`

    - #### camera

          public void camera()

      Set camera to the default settings.

      Processing camera behavior:

      Camera behavior can be split into two separate components, camera transformation, and projection. The transformation corresponds to the physical location, orientation, and scale of the camera. In a physical camera metaphor, this is what can manipulated by handling the camera body (with the exception of scale, which doesn't really have a physcial analog). The projection corresponds to what can be changed by manipulating the lens.

      We maintain separate matrices to represent the camera transform and projection. An important distinction between the two is that the camera transform should be invertible, where the projection matrix should not, since it serves to map three dimensions to two. It is possible to bake the two matrices into a single one just by multiplying them together, but it isn't a good idea, since lighting, z-ordering, and z-buffering all demand a true camera z coordinate after modelview and camera transforms have been applied but before projection. If the camera transform and projection are combined there is no way to recover a good camera-space z-coordinate from a model coordinate.

      Fortunately, there are no functions that manipulate both camera transformation and projection.

      camera() sets the camera position, orientation, and center of the scene. It replaces the camera transform with a new one.

      The transformation functions are the same ones used to manipulate the modelview matrix (scale, translate, rotate, etc.). But they are bracketed with beginCamera(), endCamera() to indicate that they should apply (in inverse), to the camera transformation matrix.

      Overrides:
        `camera` in class `PGraphics`
      See Also:
        `PGraphics.endCamera()`, `PGraphics.frustum(float, float, float, float, float, float)`

    - #### camera

          public void camera(float eyeX,
                             float eyeY,
                             float eyeZ,
                             float centerX,
                             float centerY,
                             float centerZ,
                             float upX,
                             float upY,
                             float upZ)

      More flexible method for dealing with camera().

      The actual call is like gluLookat. Here's the real skinny on what does what:

           camera(); or
           camera(ex, ey, ez, cx, cy, cz, ux, uy, uz);

      do not need to be called from with beginCamera();/endCamera(); That's because they always apply to the camera transformation, and they always totally replace it. That means that any coordinate transforms done before camera(); in draw() will be wiped out. It also means that camera() always operates in untransformed world coordinates. Therefore it is always redundant to call resetMatrix(); before camera(); This isn't technically true of gluLookat, but it's pretty much how it's used.

      Now, beginCamera(); and endCamera(); are useful if you want to move the camera around using transforms like translate(), etc. They will wipe out any coordinate system transforms that occur before them in draw(), but they will not automatically wipe out the camera transform. This means that they should be at the top of draw(). It also means that the following:

           beginCamera();
           rotateY(PI / 8);
           endCamera();

      will result in a camera that spins without stopping. If you want to just rotate a small constant amount, try this:

           beginCamera();
           camera(); // sets up the default view
           rotateY(PI / 8);
           endCamera();

      That will rotate a little off of the default view. Note that this is entirely equivalent to

           camera(); // sets up the default view
           beginCamera();
           rotateY(PI / 8);
           endCamera();

      because camera() doesn't care whether or not it's inside a begin/end clause. Basically it's safe to use camera() or camera(ex, ey, ez, cx, cy, cz, ux, uy, uz) as naked calls because they do all the matrix resetting automatically.
      Overrides:
        `camera` in class `PGraphics`
      Parameters:
        `eyeX` - x-coordinate for the eye
        `eyeY` - y-coordinate for the eye
        `eyeZ` - z-coordinate for the eye
        `centerX` - x-coordinate for the center of the scene
        `centerY` - y-coordinate for the center of the scene
        `centerZ` - z-coordinate for the center of the scene
        `upX` - usually 0.0, 1.0, or -1.0
        `upY` - usually 0.0, 1.0, or -1.0
        `upZ` - usually 0.0, 1.0, or -1.0

    - #### printCamera

          public void printCamera()

      Print the current camera matrix.
      Overrides:
        `printCamera` in class `PGraphics`
      See Also:
        `PGraphics.camera(float, float, float, float, float, float, float, float, float)`

    - #### ortho

          public void ortho()

      Calls ortho() with the proper parameters for Processing's standard orthographic projection.
      Overrides:
        `ortho` in class `PGraphics`

    - #### ortho

          public void ortho(float left,
                            float right,
                            float bottom,
                            float top)

      Calls ortho() with the specified size of the viewing volume along the X and Z directions.
      Overrides:
        `ortho` in class `PGraphics`
      Parameters:
        `left` - left plane of the clipping volume
        `right` - right plane of the clipping volume
        `bottom` - bottom plane of the clipping volume
        `top` - top plane of the clipping volume

    - #### ortho

          public void ortho(float left,
                            float right,
                            float bottom,
                            float top,
                            float near,
                            float far)

      Sets an orthographic projection.
      Overrides:
        `ortho` in class `PGraphics`
        `near` - maximum distance from the origin to the viewer
        `far` - maximum distance from the origin away from the viewer

    - #### perspective

          public void perspective()

      Calls perspective() with Processing's standard coordinate projection.

      Projection functions:

      - frustrum()
      - ortho()
      - perspective()
      Each of these three functions completely replaces the projection matrix with a new one. They can be called inside setup(), and their effects will be felt inside draw(). At the top of draw(), the projection matrix is not reset. Therefore the last projection function to be called always dominates. On resize, the default projection is always established, which has perspective.

      This behavior is pretty much familiar from OpenGL, except where functions replace matrices, rather than multiplying against the previous.

      Overrides:
        `perspective` in class `PGraphics`

    - #### perspective

          public void perspective(float fov,
                                  float aspect,
                                  float zNear,
                                  float zFar)

      Similar to gluPerspective(). Implementation based on Mesa's glu.c
      Overrides:
        `perspective` in class `PGraphics`
      Parameters:
        `fov` - field-of-view angle (in radians) for vertical direction
        `aspect` - ratio of width to height
        `zNear` - z-position of nearest clipping plane
        `zFar` - z-position of farthest clipping plane

    - #### frustum

          public void frustum(float left,
                              float right,
                              float bottom,
                              float top,
                              float znear,
                              float zfar)

      Same as glFrustum(), except that it wipes out (rather than multiplies against) the current perspective matrix.

      Implementation based on the explanation in the OpenGL blue book.

      Overrides:
        `frustum` in class `PGraphics`
      Parameters:
        `left` - left coordinate of the clipping plane
        `right` - right coordinate of the clipping plane
        `bottom` - bottom coordinate of the clipping plane
        `top` - top coordinate of the clipping plane
        `znear` - near component of the clipping plane; must be greater than zero
        `zfar` - far component of the clipping plane; must be greater than the near value
      See Also:
        `PGraphics.camera(float, float, float, float, float, float, float, float, float)`, `PGraphics.endCamera()`, `PGraphics.perspective(float, float, float, float)`

    - #### printProjection

          public void printProjection()

      Print the current projection matrix.
      Overrides:
        `printProjection` in class `PGraphics`
      See Also:
        `PGraphics.camera(float, float, float, float, float, float, float, float, float)`

    - #### screenX

          public float screenX(float x,
                               float y)

      Description copied from class: `PGraphics`
      ( begin auto-generated from screenX.xml ) Takes a three-dimensional X, Y, Z position and returns the X value for where it will appear on a (two-dimensional) screen. ( end auto-generated )
      Overrides:
        `screenX` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
      See Also:
        `PGraphics.screenY(float, float, float)`, `PGraphics.screenZ(float, float, float)`

    - #### screenY

          public float screenY(float x,
                               float y)

      Description copied from class: `PGraphics`
      ( begin auto-generated from screenY.xml ) Takes a three-dimensional X, Y, Z position and returns the Y value for where it will appear on a (two-dimensional) screen. ( end auto-generated )
      Overrides:
        `screenY` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
      See Also:
        `PGraphics.screenX(float, float, float)`, `PGraphics.screenZ(float, float, float)`

    - #### screenX

          public float screenX(float x,
                               float y,
                               float z)

      Overrides:
        `screenX` in class `PGraphics`
        `z` - 3D z-coordinate to be mapped

    - #### screenY

          public float screenY(float x,
                               float y,
                               float z)

      Overrides:
        `screenY` in class `PGraphics`
        `z` - 3D z-coordinate to be mapped

    - #### screenZ

          public float screenZ(float x,
                               float y,
                               float z)

      Description copied from class: `PGraphics`
      ( begin auto-generated from screenZ.xml ) Takes a three-dimensional X, Y, Z position and returns the Z value for where it will appear on a (two-dimensional) screen. ( end auto-generated )
      Overrides:
        `screenZ` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
        `z` - 3D z-coordinate to be mapped
      See Also:
        `PGraphics.screenX(float, float, float)`, `PGraphics.screenY(float, float, float)`

    - #### modelX

          public float modelX(float x,
                              float y,
                              float z)

      Description copied from class: `PGraphics`
      ( begin auto-generated from modelX.xml ) Returns the three-dimensional X, Y, Z position in model space. This returns the X value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The X value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
      In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location. ( end auto-generated )
      Overrides:
        `modelX` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
        `z` - 3D z-coordinate to be mapped
      See Also:
        `PGraphics.modelY(float, float, float)`, `PGraphics.modelZ(float, float, float)`

    - #### modelY

          public float modelY(float x,
                              float y,
                              float z)

      Description copied from class: `PGraphics`
      ( begin auto-generated from modelY.xml ) Returns the three-dimensional X, Y, Z position in model space. This returns the Y value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The Y value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
      In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location. ( end auto-generated )
      Overrides:
        `modelY` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
        `z` - 3D z-coordinate to be mapped
      See Also:
        `PGraphics.modelX(float, float, float)`, `PGraphics.modelZ(float, float, float)`

    - #### modelZ

          public float modelZ(float x,
                              float y,
                              float z)

      Description copied from class: `PGraphics`
      ( begin auto-generated from modelZ.xml ) Returns the three-dimensional X, Y, Z position in model space. This returns the Z value for a given coordinate based on the current set of transformations (scale, rotate, translate, etc.) The Z value can be used to place an object in space relative to the location of the original point once the transformations are no longer in use.
      In the example, the modelX(), modelY(), and modelZ() functions record the location of a box in space after being placed using a series of translate and rotate commands. After popMatrix() is called, those transformations no longer apply, but the (x, y, z) coordinate returned by the model functions is used to place another box in the same location. ( end auto-generated )
      Overrides:
        `modelZ` in class `PGraphics`
      Parameters:
        `x` - 3D x-coordinate to be mapped
        `y` - 3D y-coordinate to be mapped
        `z` - 3D z-coordinate to be mapped
      See Also:
        `PGraphics.modelX(float, float, float)`, `PGraphics.modelY(float, float, float)`

    - #### popStyle

          public void popStyle()

      Description copied from class: `PGraphics`
      ( begin auto-generated from popStyle.xml ) The pushStyle() function saves the current style settings and popStyle() restores the prior settings; these functions are always used together. They allow you to change the style settings and later return to what you had. When a new style is started with pushStyle(), it builds on the current style information. The pushStyle() and popStyle() functions can be embedded to provide more control (see the second example above for a demonstration.) ( end auto-generated )
      Overrides:
        `popStyle` in class `PGraphics`
      See Also:
        `PGraphics.pushStyle()`

    - #### strokeWeight

          public void strokeWeight(float weight)

      Description copied from class: `PGraphics`
      ( begin auto-generated from strokeWeight.xml ) Sets the width of the stroke used for lines, points, and the border around shapes. All widths are set in units of pixels.
      When drawing with P3D, series of connected lines (such as the stroke around a polygon, triangle, or ellipse) produce unattractive results when a thick stroke weight is set (see Issue 123). With P3D, the minimum and maximum values for strokeWeight() are controlled by the graphics card and the operating system's OpenGL implementation. For instance, the thickness may not go higher than 10 pixels. ( end auto-generated )
      Overrides:
        `strokeWeight` in class `PGraphics`
      Parameters:
        `weight` - the weight (in pixels) of the stroke
      See Also:
        `PGraphics.stroke(int, float)`, `PGraphics.strokeJoin(int)`, `PGraphics.strokeCap(int)`

    - #### strokeJoin

          public void strokeJoin(int join)

      Description copied from class: `PGraphics`
      ( begin auto-generated from strokeJoin.xml ) Sets the style of the joints which connect line segments. These joints are either mitered, beveled, or rounded and specified with the corresponding parameters MITER, BEVEL, and ROUND. The default joint is MITER.
      This function is not available with the P3D renderer, (see Issue 123). More information about the renderers can be found in the size() reference. ( end auto-generated )
      Overrides:
        `strokeJoin` in class `PGraphics`
      Parameters:
        `join` - either MITER, BEVEL, ROUND
      See Also:
        `PGraphics.stroke(int, float)`, `PGraphics.strokeWeight(float)`, `PGraphics.strokeCap(int)`

    - #### strokeCap

          public void strokeCap(int cap)

      Description copied from class: `PGraphics`
      ( begin auto-generated from strokeCap.xml ) Sets the style for rendering line endings. These ends are either squared, extended, or rounded and specified with the corresponding parameters SQUARE, PROJECT, and ROUND. The default cap is ROUND.
      This function is not available with the P3D renderer (see Issue 123). More information about the renderers can be found in the size() reference. ( end auto-generated )
      Overrides:
        `strokeCap` in class `PGraphics`
      Parameters:
        `cap` - either SQUARE, PROJECT, or ROUND
      See Also:
        `PGraphics.stroke(int, float)`, `PGraphics.strokeWeight(float)`, `PGraphics.strokeJoin(int)`, `PApplet.size(int, int, String, String)`

    - #### lights

          public void lights()

      Sets up an ambient and directional light using OpenGL. API taken from PGraphics3D.

           The Lighting Skinny:
           The way lighting works is complicated enough that it's worth
           producing a document to describe it. Lighting calculations proceed
           pretty much exactly as described in the OpenGL red book.
           Light-affecting material properties:
             AMBIENT COLOR
             - multiplies by light's ambient component
             - for believability this should match diffuse color
             DIFFUSE COLOR
             - multiplies by light's diffuse component
             SPECULAR COLOR
             - multiplies by light's specular component
             - usually less colored than diffuse/ambient
             SHININESS
             - the concentration of specular effect
             - this should be set pretty high (20-50) to see really
               noticeable specularity
             EMISSIVE COLOR
             - constant additive color effect
           Light types:
             AMBIENT
             - one color
             - no specular color
             - no direction
             - may have falloff (constant, linear, and quadratic)
             - may have position (which matters in non-constant falloff case)
             - multiplies by a material's ambient reflection
             DIRECTIONAL
             - has diffuse color
             - has specular color
             - has direction
             - no position
             - no falloff
             - multiplies by a material's diffuse and specular reflections
             POINT
             - has diffuse color
             - has specular color
             - has position
             - no direction
             - may have falloff (constant, linear, and quadratic)
             - multiplies by a material's diffuse and specular reflections
             SPOT
             - has diffuse color
             - has specular color
             - has position
             - has direction
             - has cone angle (set to half the total cone angle)
             - has concentration value
             - may have falloff (constant, linear, and quadratic)
             - multiplies by a material's diffuse and specular reflections
           Normal modes:
           All of the primitives (rect, box, sphere, etc.) have their normals
           set nicely. During beginShape/endShape normals can be set by the user.
             AUTO-NORMAL
             - if no normal is set during the shape, we are in auto-normal mode
             - auto-normal calculates one normal per triangle (face-normal mode)
             SHAPE-NORMAL
             - if one normal is set during the shape, it will be used for
               all vertices
             VERTEX-NORMAL
             - if multiple normals are set, each normal applies to
               subsequent vertices
             - (except for the first one, which applies to previous
               and subsequent vertices)
           Efficiency consequences:
             There is a major efficiency consequence of position-dependent
             lighting calculations per vertex. (See below for determining
             whether lighting is vertex position-dependent.) If there is no
             position dependency then the only factors that affect the lighting
             contribution per vertex are its colors and its normal.
             There is a major efficiency win if
             1) lighting is not position dependent
             2) we are in AUTO-NORMAL or SHAPE-NORMAL mode
             because then we can calculate one lighting contribution per shape
             (SHAPE-NORMAL) or per triangle (AUTO-NORMAL) and simply multiply it
             into the vertex colors. The converse is our worst-case performance when
             1) lighting is position dependent
             2) we are in AUTO-NORMAL mode
             because then we must calculate lighting per-face * per-vertex.
             Each vertex has a different lighting contribution per face in
             which it appears. Yuck.
           Determining vertex position dependency:
             If any of the following factors are TRUE then lighting is
             vertex position dependent:
             1) Any lights uses non-constant falloff
             2) There are any point or spot lights
             3) There is a light with specular color AND there is a
                material with specular color
           So worth noting is that default lighting (a no-falloff ambient
           and a directional without specularity) is not position-dependent.
           We should capitalize.
           Simon Greenwold, April 2005

      Overrides:
        `lights` in class `PGraphics`
      See Also:
        `PGraphics.ambientLight(float, float, float, float, float, float)`, `PGraphics.directionalLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`, `PGraphics.noLights()`

    - #### noLights

          public void noLights()

      Disables lighting.
      Overrides:
        `noLights` in class `PGraphics`
      See Also:
        `PGraphics.lights()`

    - #### ambientLight

          public void ambientLight(float r,
                                   float g,
                                   float b)

      Add an ambient light based on the current color mode.
      Overrides:
        `ambientLight` in class `PGraphics`
      Parameters:
        `r` - red or hue value (depending on current color mode)
        `g` - green or saturation value (depending on current color mode)
        `b` - blue or brightness value (depending on current color mode)
      See Also:
        `PGraphics.lights()`, `PGraphics.directionalLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`

    - #### ambientLight

          public void ambientLight(float r,
                                   float g,
                                   float b,
                                   float x,
                                   float y,
                                   float z)

      Add an ambient light based on the current color mode. This version includes an (x, y, z) position for situations where the falloff distance is used.
      Overrides:
        `ambientLight` in class `PGraphics`
        `x` - x-coordinate of the light
        `y` - y-coordinate of the light
        `z` - z-coordinate of the light

    - #### directionalLight

          public void directionalLight(float r,
                                       float g,
                                       float b,
                                       float dx,
                                       float dy,
                                       float dz)

      Description copied from class: `PGraphics`
      ( begin auto-generated from directionalLight.xml ) Adds a directional light. Directional light comes from one direction and is stronger when hitting a surface squarely and weaker if it hits at a a gentle angle. After hitting a surface, a directional lights scatters in all directions. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The affect of the v1, v2, and v3 parameters is determined by the current color mode. The nx, ny, and nz parameters specify the direction the light is facing. For example, setting ny to -1 will cause the geometry to be lit from below (the light is facing directly upward). ( end auto-generated )
      Overrides:
        `directionalLight` in class `PGraphics`
      Parameters:
        `r` - red or hue value (depending on current color mode)
        `g` - green or saturation value (depending on current color mode)
        `b` - blue or brightness value (depending on current color mode)
        `dx` - direction along the x-axis
        `dy` - direction along the y-axis
        `dz` - direction along the z-axis
      See Also:
        `PGraphics.lights()`, `PGraphics.ambientLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`

    - #### pointLight

          public void pointLight(float r,
                                 float g,
                                 float b,
                                 float x,
                                 float y,
                                 float z)

      Description copied from class: `PGraphics`
      ( begin auto-generated from pointLight.xml ) Adds a point light. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The affect of the v1, v2, and v3 parameters is determined by the current color mode. The x, y, and z parameters set the position of the light. ( end auto-generated )
      Overrides:
        `pointLight` in class `PGraphics`
      Parameters:
        `r` - red or hue value (depending on current color mode)
        `g` - green or saturation value (depending on current color mode)
        `b` - blue or brightness value (depending on current color mode)
        `x` - x-coordinate of the light
        `y` - y-coordinate of the light
        `z` - z-coordinate of the light
      See Also:
        `PGraphics.lights()`, `PGraphics.directionalLight(float, float, float, float, float, float)`, `PGraphics.ambientLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`

    - #### spotLight

          public void spotLight(float r,
                                float g,
                                float b,
                                float x,
                                float y,
                                float z,
                                float dx,
                                float dy,
                                float dz,
                                float angle,
                                float concentration)

      Description copied from class: `PGraphics`
      ( begin auto-generated from spotLight.xml ) Adds a spot light. Lights need to be included in the draw() to remain persistent in a looping program. Placing them in the setup() of a looping program will cause them to only have an effect the first time through the loop. The affect of the v1, v2, and v3 parameters is determined by the current color mode. The x, y, and z parameters specify the position of the light and nx, ny, nz specify the direction or light. The angle parameter affects angle of the spotlight cone. ( end auto-generated )
      Overrides:
        `spotLight` in class `PGraphics`
      Parameters:
        `r` - red or hue value (depending on current color mode)
        `g` - green or saturation value (depending on current color mode)
        `b` - blue or brightness value (depending on current color mode)
        `x` - x-coordinate of the light
        `y` - y-coordinate of the light
        `z` - z-coordinate of the light
        `dx` - direction along the x axis
        `dy` - direction along the y axis
        `dz` - direction along the z axis
        `angle` - angle of the spotlight cone
        `concentration` - exponent determining the center bias of the cone
      See Also:
        `PGraphics.lights()`, `PGraphics.directionalLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.ambientLight(float, float, float, float, float, float)`

    - #### lightFalloff

          public void lightFalloff(float constant,
                                   float linear,
                                   float quadratic)

      Set the light falloff rates for the last light that was created. Default is lightFalloff(1, 0, 0).
      Overrides:
        `lightFalloff` in class `PGraphics`
      Parameters:
        `constant` - constant value or determining falloff
        `linear` - linear value for determining falloff
        `quadratic` - quadratic value for determining falloff
      See Also:
        `PGraphics.lights()`, `PGraphics.ambientLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`, `PGraphics.lightSpecular(float, float, float)`

    - #### lightSpecular

          public void lightSpecular(float x,
                                    float y,
                                    float z)

      Set the specular color of the last light created.
      Overrides:
        `lightSpecular` in class `PGraphics`
      Parameters:
        `x` - red or hue value (depending on current color mode)
        `y` - green or saturation value (depending on current color mode)
        `z` - blue or brightness value (depending on current color mode)
      See Also:
        `PGraphics.specular(float, float, float)`, `PGraphics.lights()`, `PGraphics.ambientLight(float, float, float, float, float, float)`, `PGraphics.pointLight(float, float, float, float, float, float)`, `PGraphics.spotLight(float, float, float, float, float, float, float, float, float, float, float)`

    - #### isGL

          public boolean isGL()

      Description copied from class: `PGraphics`
      Return true if this renderer does rendering through OpenGL. Defaults to false.
      Overrides:
        `isGL` in class `PGraphics`

    - #### loadPixels

          public void loadPixels()

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_loadPixels.xml ) Loads the pixel data for the image into its pixels[] array. This function must always be called before reading from or writing to pixels[].
      renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current Processing release, this will always be subject to change. ( end auto-generated )

      ### Advanced

      Call this when you want to mess with the pixels[] array.

      For subclasses where the pixels[] buffer isn't set by default, this should copy all data into the pixels[] array
      Overrides:
        `loadPixels` in class `PImage`

    - #### get

          public int get(int x,
                         int y)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_get.xml ) Reads the color of any pixel or grabs a section of an image. If no parameters are specified, the entire image is returned. Use the x and y parameters to get the value of one pixel. Get a section of the display window by specifying an additional width and height parameter. When getting an image, the x and y parameters define the coordinates for the upper-left corner of the image, regardless of the current imageMode().
      If the pixel requested is outside of the image window, black is returned. The numbers returned are scaled according to the current color ranges, but only RGB values are returned by this function. For example, even though you may have drawn a shape with colorMode(HSB), the numbers returned will be in RGB format.
      Getting the color of a single pixel with get(x, y) is easy, but not as fast as grabbing the data directly from pixels[]. The equivalent statement to get(x, y) using pixels[] is pixels[y*width+x]. See the reference for pixels[] for more information. ( end auto-generated )

      ### Advanced

      Returns an ARGB "color" type (a packed 32 bit int with the color. If the coordinate is outside the image, zero is returned (black, but completely transparent).

      If the image is in RGB format (i.e. on a PVideo object), the value will get its high bits set, just to avoid cases where they haven't been set already.

      If the image is in ALPHA format, this returns a white with its alpha value set.

      This function is included primarily for beginners. It is quite slow because it has to check to see if the x, y that was provided is inside the bounds, and then has to check to see what image type it is. If you want things to be more efficient, access the pixels[] array directly.

      Overrides:
        `get` in class `PImage`
      Parameters:
        `x` - x-coordinate of the pixel
        `y` - y-coordinate of the pixel
      See Also:
        `PApplet.set(int, int, int)`, `PApplet.pixels`, `PApplet.copy(PImage, int, int, int, int, int, int, int, int)`

    - #### set

          public void set(int x,
                          int y,
                          int argb)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_set.xml ) Changes the color of any pixel or writes an image directly into the display window.
      The x and y parameters specify the pixel to change and the color parameter specifies the color value. The color parameter is affected by the current color mode (the default is RGB values from 0 to 255). When setting an image, the x and y parameters define the coordinates for the upper-left corner of the image, regardless of the current imageMode().
      Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data directly into pixels[]. The equivalent statement to set(x, y, #000000) using pixels[] is pixels[y*width+x] = #000000. See the reference for pixels[] for more information. ( end auto-generated )
      Overrides:
        `set` in class `PImage`
      Parameters:
        `x` - x-coordinate of the pixel
        `y` - y-coordinate of the pixel
        `argb` - any value of the color datatype
      See Also:
        `PImage.get(int, int, int, int)`, `PImage.pixels`, `PImage.copy(PImage, int, int, int, int, int, int, int, int)`

    - #### save

          public boolean save(String filename)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_save.xml ) Saves the image into a file. Images are saved in TIFF, TARGA, JPEG, and PNG format depending on the extension within the filename parameter. For example, "image.tif" will have a TIFF image and "image.png" will save a PNG image. If no extension is included in the filename, the image will save in TIFF format and .tif will be added to the name. These files are saved to the sketch's folder, which may be opened by selecting "Show sketch folder" from the "Sketch" menu. It is not possible to use save() while running the program in a web browser.
      To save an image created within the code, rather than through loading, it's necessary to make the image with the createImage() function so it is aware of the location of the program and can therefore save the file to the right place. See the createImage() reference for more information. ( end auto-generated )

      ### Advanced

      Save this image to disk.

      As of revision 0100, this function requires an absolute path, in order to avoid confusion. To save inside the sketch folder, use the function savePath() from PApplet, or use saveFrame() instead. As of revision 0116, savePath() is not needed if this object has been created (as recommended) via createImage() or createGraphics() or one of its neighbors.

      As of revision 0115, when using Java 1.4 and later, you can write to several formats besides tga and tiff. If Java 1.4 is installed and the extension used is supported (usually png, jpg, jpeg, bmp, and tiff), then those methods will be used to write the image. To get a list of the supported formats for writing, use:
      `println(javax.imageio.ImageIO.getReaderFormatNames())`

      To use the original built-in image writers, use .tga or .tif as the extension, or don't include an extension. When no extension is used, the extension .tif will be added to the file name.

      The ImageIO API claims to support wbmp files, however they probably require a black and white image. Basic testing produced a zero-length file with no error.

      Overrides:
        `save` in class `PImage`
      Parameters:
        `filename` - a sequence of letters and numbers

    - #### loadTexture

          public void loadTexture()

    - #### updateTexture

          public void updateTexture()

    - #### updateTexture

          public void updateTexture(int x,
                                    int y,
                                    int w,
                                    int h)

    - #### updateDisplay

          public void updateDisplay()

    - #### mask

          public void mask(PImage alpha)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_mask.xml ) Masks part of an image from displaying by loading another image and using it as an alpha channel. This mask image should only contain grayscale data, but only the blue color channel is used. The mask image needs to be the same size as the image to which it is applied.
      In addition to using a mask image, an integer array containing the alpha channel data can be specified directly. This method is useful for creating dynamically generated alpha masks. This array must be of the same length as the target image's pixels array and should contain only grayscale data of values between 0-255. ( end auto-generated )

      ### Advanced

      Set alpha channel for an image. Black colors in the source image will make the destination image completely transparent, and white will make things fully opaque. Gray values will be in-between steps.

      Strictly speaking the "blue" value from the source image is used as the alpha color. For a fully grayscale image, this is correct, but for a color image it's not 100% accurate. For a more accurate conversion, first use filter(GRAY) which will make the image into a "correct" grayscale by performing a proper luminance-based conversion.

      Overrides:
        `mask` in class `PImage`

    - #### filter

          public void filter(int kind)

      This is really inefficient and not a good idea in OpenGL. Use get() and set() with a smaller image area, or call the filter on an image instead, and then draw that.
      Overrides:
        `filter` in class `PImage`

    - #### filter

          public void filter(int kind,
                             float param)

      This is really inefficient and not a good idea in OpenGL. Use get() and set() with a smaller image area, or call the filter on an image instead, and then draw that.
      Overrides:
        `filter` in class `PImage`
      Parameters:
        `kind` - Either THRESHOLD, GRAY, OPAQUE, INVERT, POSTERIZE, BLUR, ERODE, or DILATE
        `param` - unique for each, see above

    - #### filter

          public void filter(PShader shader)

      Overrides:
        `filter` in class `PGraphics`
      Parameters:
        `shader` - the fragment shader to apply

    - #### copy

          public void copy(int sx,
                           int sy,
                           int sw,
                           int sh,
                           int dx,
                           int dy,
                           int dw,
                           int dh)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_copy.xml ) Copies a region of pixels from one image into another. If the source and destination regions aren't the same size, it will automatically resize source pixels to fit the specified target region. No alpha information is used in the process, however if the source image has an alpha channel set, it will be copied as well.
      As of release 0149, this function ignores imageMode(). ( end auto-generated )
      Overrides:
        `copy` in class `PImage`
      Parameters:
        `sx` - X coordinate of the source's upper left corner
        `sy` - Y coordinate of the source's upper left corner
        `sw` - source image width
        `sh` - source image height
        `dx` - X coordinate of the destination's upper left corner
        `dy` - Y coordinate of the destination's upper left corner
        `dw` - destination image width
        `dh` - destination image height
      See Also:
        `PGraphics.alpha(int)`, `PImage.blend(PImage, int, int, int, int, int, int, int, int, int)`

    - #### copy

          public void copy(PImage src,
                           int sx,
                           int sy,
                           int sw,
                           int sh,
                           int dx,
                           int dy,
                           int dw,
                           int dh)

      Overrides:
        `copy` in class `PImage`
      Parameters:
        `src` - an image variable referring to the source image.

    - #### getTexture

          public Texture getTexture()

      Not an approved function, this will change or be removed in the future. This utility method returns the texture associated to the renderer's. drawing surface, making sure is updated to reflect the current contents off the screen (or offscreen drawing surface).

    - #### getTexture

          public Texture getTexture(boolean load)

      Not an approved function either, don't use it.

    - #### getTexture

          public Texture getTexture(PImage img)

      Not an approved function, this will change or be removed in the future. This utility method returns the texture associated to the image. creating and/or updating it if needed.
      Parameters:
        `img` - the image to have a texture metadata associated to it

    - #### getFrameBuffer

          public FrameBuffer getFrameBuffer()

      Not an approved function, test its use in libraries to grab the FB objects for offscreen PGraphics.

    - #### getFrameBuffer

          public FrameBuffer getFrameBuffer(boolean multi)

    - #### resize

          public void resize(int wide,
                             int high)

      Description copied from class: `PImage`
      ( begin auto-generated from PImage_resize.xml ) Resize the image to a new width and height. To make the image scale proportionally, use 0 as the value for the wide or high parameter. For instance, to make the width of an image 150 pixels, and change the height using the same proportion, use resize(150, 0).
      Even though a PGraphics is technically a PImage, it is not possible to rescale the image data found in a PGraphics. (It's simply not possible to do this consistently across renderers: technically infeasible with P3D, or what would it even do with PDF?) If you want to resize PGraphics content, first get a copy of its image data using the get() method, and call resize() on the PImage that is returned. ( end auto-generated )
      Overrides:
        `resize` in class `PImage`
      Parameters:
        `wide` - the resized image width
        `high` - the resized image height
      See Also:
        `PImage.get(int, int, int, int)`

    - #### loadShader

          public PShader loadShader(String fragFilename)

      Description copied from class: `PGraphics`
      ( begin auto-generated from loadShader.xml ) This is a new reference entry for Processing 2.0. It will be updated shortly. ( end auto-generated )
      Overrides:
        `loadShader` in class `PGraphics`
      Parameters:
        `fragFilename` - name of fragment shader file

    - #### loadShader

          public PShader loadShader(String fragFilename,
                                    String vertFilename)

      Overrides:
        `loadShader` in class `PGraphics`
        `vertFilename` - name of vertex shader file

    - #### shader

          public void shader(PShader shader)

      Description copied from class: `PGraphics`
      ( begin auto-generated from shader.xml ) This is a new reference entry for Processing 2.0. It will be updated shortly. ( end auto-generated )
      Overrides:
        `shader` in class `PGraphics`
      Parameters:
        `shader` - name of shader file

    - #### shader

          public void shader(PShader shader,
                             int kind)

      Overrides:
        `shader` in class `PGraphics`
        `kind` - type of shader, either POINTS, LINES, or TRIANGLES

    - #### resetShader

          public void resetShader()

      Description copied from class: `PGraphics`
      ( begin auto-generated from resetShader.xml ) This is a new reference entry for Processing 2.0. It will be updated shortly. ( end auto-generated )
      Overrides:
        `resetShader` in class `PGraphics`

    - #### resetShader

          public void resetShader(int kind)

      Overrides:
        `resetShader` in class `PGraphics`
      Parameters:
        `kind` - type of shader, either POINTS, LINES, or TRIANGLES