PImage tex;
PImage tex2;
PGraphics pg;
PImage img = createImage(50, 50, RGB);
PImage img2 = createImage(50, 50, RGB);
int psX, psY = 200;
float rotx, roty, rotz;
float size;
void setup()
{
size(600, 600, P3D);
textureMode(NORMAL);
pg = createGraphics(200, 200);
}
void draw()
{
background(128);
noStroke();
//rotx += TAU/500;
//roty += TAU/500;
pg.beginDraw();
pg.pushMatrix();
pg.translate(100, 100);
pg.pushMatrix();
pg.rotate(radians(mouseX));
pg.translate(-100, -100);
pg.strokeWeight(5);
pg.stroke(0);
pg.fill(255, 255, 0);
pg.circle(100, 100, 190);
pg.rectMode(CENTER);
pg.fill(0, 255, 0);
pg.rect(100, 100, 50, 50);
pg.popMatrix();
pg.popMatrix();
pg.pushMatrix();
pg.translate(psX, psY);
pg.pushMatrix();
pg.rotate(rotx*2);
pg.translate(-100, -100);
pg.strokeWeight(5);
pg.stroke(0);
pg.fill(0, 255, 255);
pg.circle(100, 100, 190);
pg.rectMode(CENTER);
pg.fill(255, 0, 0);
pg.rect(100, 100, 50, 50);
pg.popMatrix();
pg.popMatrix();
pg.endDraw();
//img = get(0, 0, 200, 200);
//image(pg, 400, 400);
pushMatrix();
translate(width/2.0, height/2.0, -500);
//rotateX(radians(mouseX));
//rotateY(radians(mouseY));
size = 100;
noStroke();
TexturedCube(img);
popMatrix();
}
void keyPressed()
{
if (keyCode == UP)
{
psY--;
}
if (keyCode == DOWN)
{
psY++;
}
if (keyCode == LEFT)
{
psX--;
}
if (keyCode == RIGHT)
{
psX++;
}
}
void TexturedCube(PImage tex)
{
beginShape(QUADS);
texture(pg);
// +Z "front" face
vertex(-size, -size, size, 0, 0);
vertex( size, -size, size, 1, 0);
vertex( size, size, size, 1, 1);
vertex(-size, size, size, 0, 1);
endShape();
beginShape(QUADS);
texture(pg);
// +Y "bottom" face
vertex(-size, size, size, 0, 0);
vertex( size, size, size, 1, 0);
vertex( size, size, -size, 1, 1);
vertex(-size, size, -size, 0, 1);
endShape();
beginShape(QUADS);
texture(pg);
// fill(255, 255, 0);
// +X "right" face
vertex( size, -size, size, 0, 0);
vertex( size, -size, -size, 1, 0);
vertex( size, size, -size, 1, 1);
vertex( size, size, size, 0, 1);
endShape();
}
… I figured it out… I missed the endDraw. This was causing the problem. Edited to fix.