go
Class GoTriangleFan

java.lang.Object
  |
  +--go.GoVertex
        |
        +--go.GoTriangleFan

public class GoTriangleFan
extends GoVertex


Constructor Summary
GoTriangleFan(int vertexNumber)
          Constructor for primitive that draws a triangle fan (see render).
GoTriangleFan(int vertexNumber, int flags)
          Constructor for primitive that draws a triangle fan (see render).
 
Methods inherited from class go.GoVertex
append, b, b, flags, g, g, i, i, ijk, insert, j, j, k, k, r, r, remove, rgb, vertexNumber, x, x, xyz, y, y, z, z
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

GoTriangleFan

public GoTriangleFan(int vertexNumber)
Constructor for primitive that draws a triangle fan (see render).

Equivalent to:

GoTriangleFan(vertexNumber, Go.NONE)

GoTriangleFan

public GoTriangleFan(int vertexNumber,
                     int flags)
Constructor for primitive that draws a triangle fan (see render).

The number of vertices to be created for the primitive is indicated with vertexNumber. See GoVertex for information on setting coordinate values at each vertex.

Triangles are drawn between the vertices as:

  _____
1|    /|2
 |   / |
 |  /  |
 | /   |
0|/____|3
  \    |
   \   |
    \  |
     \ |
      \|4

Color and normal information can also be included for each vertex as indicated with flags. See GoVertex for information on setting colors and normals at each vertex.

Possible values for flags are any or'ed combination of:

Go.COLOR
Include per vertex color information. If this flag is not set, the current color (see color) will be used at each vertex instead.
Go.NORMAL
Include per vertex normal information to apply lighting (see light(number, enabled) and light(number, light) for information on enabling and setting up lights).
Go.AUTO_NORMAL
Automatically calculate per vertex normals to apply lighting (see light(number, enabled) and light(number, light) for information on enabling and setting up lights). This will cause flat shading and is mostly used for prototyping. If smoother shading is desired, user defined normals should be supplied (i.e. use the Go.NORMAL flag rather than this Go.AUTO_NORMAL flag).
Go.NONE
No per vertex color or normal information.