Draw a sphere
The task is to draw a sphere. The sphere can be represented graphically, or in ascii art, depending on the language capabilities. Either static or rotational projection is acceptable for this task.
You are encouraged to solve this task according to the task description, using any language you may know.
BASIC
<lang QBASIC> SCREEN 13 ' enter high-color graphic mode
' sets palette colors B/N FOR i = 0 TO 255
PALETTE 255 - i, INT(i / 4) + INT(i / 4) * 256 + INT(i / 4) * 65536
NEXT i PALETTE 0, 0
' draw the sphere FOR i = 255 TO 0 STEP -1
x = 50 + i / 3 y = 99 CIRCLE (x, y), i / 3, i PAINT (x, y), i
NEXT i
' wait until keypress DO: LOOP WHILE INKEY$ = "" END </lang>
Brlcad
<lang brlcad>opendb balls.g y # Create a database to hold our shapes units cm # Set the unit of measure in ball.s sph 0 0 0 3 # Create a sphere of radius 3 cm named ball.s with its centre at 0,0,0 </lang>
C
The lighting calculation is somewhere between crude and bogus, but hey, I'm shading it with ASCII characters, don't expect too much. <lang C>#include <stdio.h>
- include <stdlib.h>
- include <string.h>
- include <ctype.h>
- include <math.h>
char shades[] = ".:!*oe&#%@";
double light[3] = { 30, 30, -50 }; void normalize(double * v) {
double len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] /= len; v[1] /= len; v[2] /= len;
}
double dot(double *x, double *y) {
double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; return d < 0 ? -d : 0;
}
void draw_sphere(double R, double k, double ambient) {
int i, j, intensity; double b; double vec[3], x, y; for (i = floor(-R); i <= ceil(R); i++) { x = i + .5; for (j = floor(-2 * R); j <= ceil(2 * R); j++) { y = j / 2. + .5; if (x * x + y * y <= R * R) { vec[0] = x; vec[1] = y; vec[2] = sqrt(R * R - x * x - y * y); normalize(vec); b = pow(dot(light, vec), k) + ambient; intensity = (1 - b) * (sizeof(shades) - 1); if (intensity < 0) intensity = 0; if (intensity >= sizeof(shades) - 1) intensity = sizeof(shades) - 2; putchar(shades[intensity]); } else putchar(' '); } putchar('\n'); }
}
int main()
{
normalize(light); draw_sphere(20, 4, .1); draw_sphere(10, 2, .4);
return 0;
}</lang>Output:<lang> #############%%%%
##&&eeeeeeeeee&&&&&&&####%%%%%%%% &&eeooooooooooooooeeeee&&&&######%%%%%%%% eeoo**************oooooooeeee&&&&####%%%%%%%% &&oo**!!!!!!::!!!!!!!!****oooooee&&&&######%%%%%%%%%% eeoo!!!!::::::::::::::!!!!*****ooeeee&&&&####%%%%%%%%%%%% ee**!!::::............::::!!!!***ooooeeee&&######%%%%%%%%%%%% &&oo!!::..................::!!!!*****ooeeee&&&&####%%%%%%%%%%%%%% oo!!::....................::::!!*****ooeeee&&&&####%%%%%%%%%%%%%% ee**!!::....................::::!!*****ooeeee&&&&####%%%%%%%%%%%%%%%% &&oo!!::......................::::!!*****ooeeee&&&&######%%%%%%%%%%%%%%%% ee**!!::......................::::!!*****ooeeee&&&&######%%%%%%%%%%%%%%%% ##oo**!!::......................::!!!!*****ooeeee&&&&####%%%%%%%%%%%%%%%%%%%% &&oo**::::....................::::!!!!***ooooeeee&&&&####%%%%%%%%%%%%%%%%%%%% eeoo**!!::..................::::!!!!*****ooooee&&&&######%%%%%%%%%%%%%%%%%%%% eeoo**!!::................::::!!!!****oooooeeee&&&&######%%%%%%%%%%%%%%%%%%%%
- eeoo**!!::::............::::!!!!!!****oooeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%
- eeoo**!!!!::::::::::::::::!!!!!!****oooooeeee&&&&######%%%%%%%%%%%%%%%%%%%%%%%%
- eeoooo**!!!!!!::::::::!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%
- &&eeoo****!!!!!!!!!!!!!!!!******ooooeeeee&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%
- &&eeoooo********************ooooooeeee&&&&&&&######%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- &&&&eeoooooo************ooooooeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%##&&eeeeeeooooooooooooooooooeeeeee&&&&&&&########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %####&&&&eeeeeeeeeeeeeeeeeeeeee&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%##&&&&&&eeeeeeeeeeeeeeee&&&&&&&&&&#########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%######&&&&&&&&&&&&&&&&&&&&&&&&###########%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%########&&&&&&&&&&&&&&############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%##############################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%######################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%####%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%% ::..:::::!!** .............::!!**oo ...................::!!**ooee .......................::!!ooeeee .......................::!!**ooee .........................::!!**ooeeee .........................::!!**ooeeee
- .........................::!!**ooeeeeee
........................::!!**ooooeeeeee
- .......................::!!**ooeeeeeeee
- .....................::!!****ooeeeeeeee
!::................:::!!****ooeeeeeeeeee
- !!::..........::::!!!****ooooeeeeeeeeee
**!!::::::::::!!!!*****ooooeeeeeeeeee oo**!!!!!!!!!!*******ooooeeeeeeeeeeee oooo********oooooooeeeeeeeeeeeeee eeeeooooooooooeeeeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeee </lang>
Icon and Unicon
Unicon provides a built-in interface to openGL including some higher level abstractions (for more information see Unicon Technical References, 3D Graphics). The example below draws a blue sphere on a black background and waits for input to quit.
<lang Unicon>procedure main() W := open("Demo", "gl", "size=400,400", "bg=black") | stop("can't open window!") WAttrib(W, "slices=40", "rings=40", "light0=on, ambient white; diffuse gold; specular gold; position 5, 0, 0" ) Fg(W, "emission blue") DrawSphere(W, 0, 0, -5, 1) Event(W) end</lang>
J
The simplest way to draw a sphere is to run the sphere demo code from J's simple demos. (This assumes J version 6.)
Normally you would bring up this demo by using the menu system:
Studio > Demos... > opengl simple... [ok] > sphere [Run]
<lang j>load 'system/examples/graphics/opengl/simple/sphere.ijs'</lang>
Java
<lang java>public class Sphere{
static char[] shades = {'.', ':', '!', '*', 'o', 'e', '&', '#', '%', '@'};
static double[] light = { 30, 30, -50 }; private static void normalize(double[] v){ double len = Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] /= len; v[1] /= len; v[2] /= len; }
private static double dot(double[] x, double[] y){ double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; return d < 0 ? -d : 0; }
public static void drawSphere(double R, double k, double ambient){ double[] vec = new double[3]; for(int i = (int)Math.floor(-R); i <= (int)Math.ceil(R); i++){ double x = i + .5; for(int j = (int)Math.floor(-2 * R); j <= (int)Math.ceil(2 * R); j++){ double y = j / 2. + .5; if(x * x + y * y <= R * R) { vec[0] = x; vec[1] = y; vec[2] = Math.sqrt(R * R - x * x - y * y); normalize(vec); double b = Math.pow(dot(light, vec), k) + ambient; int intensity = (b <= 0) ? shades.length - 2 : (int)Math.max((1 - b) * (shades.length - 1), 0); System.out.print(shades[intensity]); } else System.out.print(' '); } System.out.println(); } }
public static void main(String[] args){ normalize(light); drawSphere(20, 4, .1); drawSphere(10, 2, .4); }
}</lang> Output:
&&&&&&&&&&####### &eeeeeeeeeeeeeeee&&&&&&#######% &eoooo*******oooooooeeeee&&&&&########% eoo****!!!!!!!!******oooooeeee&&&&&########%% eoo**!!!!::::::::!!!!!*****ooooeeee&&&&&########%%% eo**!!::::::...:::::::!!!!!***ooooeeee&&&&&########%%%% eo*!!:::.............:::::!!!!***ooooeeee&&&&&########%%%%% eo*!!:::.................::::!!!!***ooooeeee&&&&#########%%%%%% eo*!!::....................::::!!!****oooeeee&&&&&#########%%%%%% &o**!::......................::::!!!****oooeeee&&&&&##########%%%%%%% &o**!::.......................::::!!!****oooeeee&&&&&##########%%%%%%%% &oo*!!::.......................:::!!!!***ooooeeee&&&&&##########%%%%%%%%% &eo*!!::.......................::::!!!****ooooeeee&&&&&##########%%%%%%%%%% eo**!!::......................::::!!!!***ooooeeeee&&&&&##########%%%%%%%%%% &eo**!!:::...................:::::!!!!****ooooeeee&&&&&###########%%%%%%%%%%% eeo**!!::::................:::::!!!!!****ooooeeee&&&&&&###########%%%%%%%%%%% &eeo***!!:::::...........::::::!!!!!****oooooeeee&&&&&&###########%%%%%%%%%%%%% &eeoo**!!!!::::::::::::::::::!!!!!*****ooooeeeee&&&&&&############%%%%%%%%%%%%% &eeooo***!!!!::::::::::::!!!!!!!*****oooooeeeee&&&&&&############%%%%%%%%%%%%%% &&eeooo***!!!!!!!!!!!!!!!!!!!******oooooeeeeee&&&&&&############%%%%%%%%%%%%%%% &&eeeooo******!!!!!!!!!!********ooooooeeeeee&&&&&&&############%%%%%%%%%%%%%%%% #&&eeeooooo******************oooooooeeeeee&&&&&&&#############%%%%%%%%%%%%%%%%% #&&&eeeeoooooooo******oooooooooooeeeeeee&&&&&&&&#############%%%%%%%%%%%%%%%%%% ##&&&&eeeeeooooooooooooooooooeeeeeeee&&&&&&&&&##############%%%%%%%%%%%%%%%%%%% ##&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&################%%%%%%%%%%%%%%%%%%% ####&&&&&&eeeeeeeeeeeeeeeeeee&&&&&&&&&&&################%%%%%%%%%%%%%%%%%%%%% #####&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&#################%%%%%%%%%%%%%%%%%%%%%% %#######&&&&&&&&&&&&&&&&&&&&&&&&###################%%%%%%%%%%%%%%%%%%%%%%%% %###########&&&&&&&&&&&&&#######################%%%%%%%%%%%%%%%%%%%%%%%%% %############################################%%%%%%%%%%%%%%%%%%%%%%%%%% %%#######################################%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%#################################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%#########################%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%#############%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%% ::...:::!!!*o ..............::!!*oo ..................::!!**ooe .....................::!!**ooee .......................::!!**ooee ........................::!!**oooee .........................::!!**oooeee :........................::!!!**oooeeee ........................::!!!**ooooeeee :......................::!!!***oooeeeee :....................:::!!!***oooeeeeee !:.................:::!!!****oooeeeeeee *!:::...........::::!!!!***ooooeeeeeeee *!!!:::::::::::!!!!!****oooooeeeeeeee o**!!!!!!!!!!!!!*****oooooeeeeeeeee oo**************ooooooeeeeeeeeeee eoooooooooooooooooeeeeeeeeeeeee eeeooooooooeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeee
Logo
Drawing a sphere is actually very simple in logo, using the perspective function to make life easier.
<lang logo>to sphere :r cs perspective ht ;making the room ready to use repeat 180 [polystart circle :r polyend down 1] polyview end</lang>
Mathematica
Mathematica has many 3D drawing capabilities. To create a sphere with radius one centered at (0,0,0): <lang Mathematica>Graphics3D[Sphere[{0,0,0},1]]</lang>
Openscad
Drawing a sphere is easy in openscad:
<lang openscad>// This will produce a sphere of radius 5 sphere(5);</lang>
PicoLisp
This is for the 64-bit version. <lang PicoLisp>(load "@lib/openGl.l")
(glutInit) (glutInitDisplayMode (| GLUT_RGBA GLUT_DOUBLE GLUT_ALPHA GLUT_DEPTH)) (glutInitWindowSize 400 400) (glutCreateWindow "Sphere")
(glEnable GL_LIGHTING) (glEnable GL_LIGHT0) (glLightiv GL_LIGHT0 GL_POSITION (10 10 -10 0))
(glEnable GL_COLOR_MATERIAL) (glColorMaterial GL_FRONT_AND_BACK GL_AMBIENT_AND_DIFFUSE)
(glClearColor 0.3 0.3 0.5 0) (glColor4f 0.0 0.8 0.0 1.0)
(displayPrg
(glClear (| GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT)) (glutSolidSphere 0.9 40 32) (glFlush) (glutSwapBuffers) )
- Exit upon mouse click
(mouseFunc '((Btn State X Y) (bye))) (glutMainLoop)</lang>
PostScript
Gradient filled circle: <lang PostScript>%!PS-Adobe-3.0 %%BoundingBox 0 0 300 300
150 150 translate 0 0 130 0 360 arc
/Pattern setcolorspace << /PatternType 2
/Shading << /ShadingType 3 /ColorSpace /DeviceRGB /Coords [-60 60 0 0 0 100] /Function << /FunctionType 2 /Domain [0 1] /C0 [1 1 1] /C1 [0 0 0] /N 2 >> >>
>> matrix makepattern setcolor fill
showpage %%EOF </lang>
POV-Ray
This is what POVray was made for. An example with a sky, surface and transparency:
<lang POVray> camera { location <0.0 , .8 ,-3.0> look_at 0}
light_source{< 3,3,-3> color rgb 1}
sky_sphere { pigment{ gradient <0,1,0> color_map {[0 color rgb <.2,.1,0>][.5 color rgb 1]} scale 2}}
plane {y,-2 pigment { hexagon color rgb .7 color rgb .5 color rgb .6 }}
sphere { 0,1
texture { pigment{ color rgbft <.8,1,1,.4,.4> } finish { phong 1 reflection {0.40 metallic 0.5} } } interior { ior 1.5}
} </lang>
Yields this:
PureBasic
3D Sphere animation. <lang PureBasic>; Original by Comtois @ 28/03/06
- Updated/Formated by Fluid Byte @ March.24,2009
- http://www.purebasic.fr/english/viewtopic.php?p=281258#p281258
Declare CreateSphere(M,P) Declare UpdateMesh()
- _SIZEVERT = 36
- _SIZETRIS = 6
- FULLSCREEN = 0
Structure VECTOR
X.f Y.f Z.f
EndStructure
Structure VERTEX
X.f Y.f Z.f NX.f NY.f NZ.f Color.l U.f V.f
EndStructure
Structure TRIANGLE
V1.w V2.w V3.w
EndStructure
Macro CALC_NORMALS
*PtrV\NX = *PtrV\X *PtrV\NY = *PtrV\Y *PtrV\NZ = *PtrV\Z
EndMacro
Global *VBuffer, *IBuffer Global Meridian = 50, Parallele = 50, PasLength = 4, Length
Define EventID, i, NbSommet, CameraMode, Angle.f, Pas.f = 0.5
InitEngine3D() : InitSprite() : InitKeyboard()
Add3DArchive(GetTemporaryDirectory(),#PB_3DArchive_FileSystem) Add3DArchive(#PB_Compiler_Home + "Examples\Sources\Data\",#PB_3DArchive_FileSystem)
If #FULLSCREEN
OpenScreen(800,600,32,"Sphere 3D")
Else
OpenWindow(0,0,0,800,600,"Sphere 3D",#PB_Window_SystemMenu | 1) OpenWindowedScreen(WindowID(0),0,0,800,600,0,0,0)
EndIf
- -Texture
CreateImage(0,128,128) StartDrawing(ImageOutput(0)) For i = 0 To 127 Step 4
Box(0,i,ImageWidth(0),2,RGB(255,255,255)) Box(0,i + 2,ImageWidth(0),2,RGB(0,0,155))
Next i StopDrawing() SaveImage(0,GetTemporaryDirectory() + "temp.bmp") : FreeImage(0)
- -Material
CreateMaterial(0,LoadTexture(0,"temp.bmp")) RotateMaterial(0,0.1,#PB_Material_Animated)
- -Mesh
CreateSphere(Meridian,Parallele)
- -Entity
CreateEntity(0,MeshID(0),MaterialID(0)) ScaleEntity(0,60,60,60)
- -Camera
CreateCamera(0,0,0,100,100) MoveCamera(0,0,0,-200) CameraLookAt(0,EntityX(0),EntityY(0),EntityZ(0))
- -Light
AmbientColor(RGB(105, 105, 105)) CreateLight(0, RGB(255, 255, 55), EntityX(0) + 150, EntityY(0) , EntityZ(0)) CreateLight(1, RGB( 55, 255, 255), EntityX(0) - 150, EntityY(0) , EntityZ(0)) CreateLight(2, RGB( 55, 55, 255), EntityX(0) , EntityY(0) + 150, EntityZ(0)) CreateLight(3, RGB(255, 55, 255), EntityX(0) , EntityY(0) - 150, EntityZ(0))
- ----------------------------------------------------------------------------------------------------
- MAINLOOP
- ----------------------------------------------------------------------------------------------------
Repeat
If #FULLSCREEN = 0 Repeat EventID = WindowEvent() Select EventID Case #PB_Event_CloseWindow : End EndSelect Until EventID = 0 EndIf Angle + Pas RotateEntity(0, Angle, Angle,Angle) If PasLength > 0 : UpdateMesh() : EndIf If ExamineKeyboard() If KeyboardReleased(#PB_Key_F1) CameraMode = 1 - CameraMode CameraRenderMode(0, CameraMode) EndIf EndIf RenderWorld() FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)
- ----------------------------------------------------------------------------------------------------
- FUNCTIONS
- ----------------------------------------------------------------------------------------------------
Procedure CreateSphere(M,P)
; M = Meridian ; P = Parallele ; The radius is 1. Front to remove it later, it's just for the demo. If M < 3 Or P < 2 : ProcedureReturn 0 : EndIf Protected Normale.VECTOR, NbSommet, i, j, Theta.f, cTheta.f, sTheta.f Protected Alpha.f, cAlpha.f, sAlpha.f, *PtrV.VERTEX, *PtrF.TRIANGLE, NbTriangle NbSommet = 2 + ((M + 1) * P) *VBuffer = AllocateMemory(#_SIZEVERT * Nbsommet) For i = 0 To M Theta = i * #PI * 2.0 / M cTheta = Cos(theta) sTheta = Sin(theta) For j = 1 To P Alpha = j * #PI / (P + 1) cAlpha = Cos(Alpha) sAlpha = Sin(Alpha) *PtrV = *VBuffer + #_SIZEVERT * ((i * P) + (j - 1)) *PtrV\X = sAlpha * cTheta *PtrV\Y = sAlpha * sTheta *PtrV\Z = cAlpha *PtrV\U = Theta / (2.0 * #PI) *PtrV\V = Alpha / #PI CALC_NORMALS Next j Next i ; Southpole *PtrV = *VBuffer + #_SIZEVERT * ((M + 1) * P) *PtrV\X = 0 *PtrV\Y = 0 *PtrV\Z = -1 *PtrV\U = 0 *PtrV\V = 0 CALC_NORMALS ; Northpole *PtrV + #_SIZEVERT *PtrV\X = 0 *PtrV\Y = 0 *PtrV\Z = 1 *PtrV\U = 0 *PtrV\V = 0 CALC_NORMALS ; Les facettes NbTriangle = 4 * M * P *IBuffer = AllocateMemory(#_SIZETRIS * NbTriangle) *PtrF = *IBuffer For i = 0 To M - 1 For j = 1 To P - 1 *PtrF\V1 = ((i + 1) * P) + j *PtrF\V2 = ((i + 1) * P) + (j - 1) *PtrF\V3 = (i * P) + (j - 1) *PtrF + #_SIZETRIS *PtrF\V3 = ((i + 1) * P) + j ;Recto *PtrF\V2 = ((i + 1) * P) + (j - 1) ;Recto *PtrF\V1 = (i * P) + (j - 1) ;Recto *PtrF + #_SIZETRIS *PtrF\V1 = i * P + j *PtrF\V2 = ((i + 1) * P) + j *PtrF\V3 = (i * P) + (j - 1) *PtrF + #_SIZETRIS *PtrF\V3 = i * P + j ;Recto *PtrF\V2 = ((i + 1) * P) + j ;Recto *PtrF\V1 = (i * P) + (j - 1) ;Recto *PtrF + #_SIZETRIS Next j Next i ; The Poles For i = 0 To M - 1 *PtrF\V3 = (M + 1) * P + 1 *PtrF\V2 = (i + 1) * P *PtrF\V1 = i * P *PtrF + #_SIZETRIS *PtrF\V1 = (M + 1) * P + 1 ;Recto *PtrF\V2 = (i + 1) * P ;Recto *PtrF\V3 = i * P ;Recto *PtrF + #_SIZETRIS Next i For i = 0 To M - 1 *PtrF\V3 = (M + 1) * P *PtrF\V2 = i * P + (P - 1) *PtrF\V1 = (i + 1) * P + (P - 1) *PtrF + #_SIZETRIS *PtrF\V1 = (M + 1) * P ;Recto *PtrF\V2 = i * P + (P - 1) ;Recto *PtrF\V3 = (i + 1) * P + (P - 1) ;Recto *PtrF + #_SIZETRIS Next i If CreateMesh(0,100) Protected Flag = #PB_Mesh_Vertex | #PB_Mesh_Normal | #PB_Mesh_UVCoordinate | #PB_Mesh_Color SetMeshData(0,Flag,*VBuffer,NbSommet) SetMeshData(0,#PB_Mesh_Face,*IBuffer,NbTriangle) ProcedureReturn 1 EndIf ProcedureReturn 0
EndProcedure
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Procedure UpdateMesh()
Protected NbTriangle = 4 * Meridian * Parallele Length + PasLength If Length >= NbTriangle PasLength = 0 Length = Nbtriangle EndIf SetMeshData(0,#PB_Mesh_Face,*IBuffer,Length)
Tcl
Assuming the task is to draw a likeness of a sphere, this would usually do:
<lang Tcl> proc grey {n} {format "#%2.2x%2.2x%2.2x" $n $n $n}
pack [canvas .c -height 400 -width 640 -background white]
for {set i 0} {$i < 255} {incr i} {
set h [grey $i] .c create arc [expr {100+$i/5}] [expr {50+$i/5}] [expr {400-$i/1.5}] [expr {350-$i/1.5}] \ -start 0 -extent 359 -fill $h -outline $h}
} </lang> Results in this image: