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	<title>W:Blut &#187; wblut</title>
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	<description>Experiments in generative graphics</description>
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    <title>W:Blut</title>
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		<item>
		<title>Snippets V: 2D Danzer tiles</title>
		<link>http://www.wblut.com/2010/12/07/snippets-v-2d-danzer-tiles/</link>
		<comments>http://www.wblut.com/2010/12/07/snippets-v-2d-danzer-tiles/#comments</comments>
		<pubDate>Tue, 07 Dec 2010 16:17:32 +0000</pubDate>
		<dc:creator>Frederik Vanhoutte</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[aperiodic]]></category>
		<category><![CDATA[construct]]></category>
		<category><![CDATA[Danzer]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[minimal]]></category>
		<category><![CDATA[pattern]]></category>
		<category><![CDATA[subdivision]]></category>
		<category><![CDATA[tiling]]></category>
		<category><![CDATA[wblut]]></category>

		<guid isPermaLink="false">http://www.wblut.com/?p=1420</guid>
		<description><![CDATA[A barebone implementation of Danzer’s aperiodic tiles in 2D. The spacebar toggles between the 3 different triangles. ‘+’ and ‘-’ change the recursion level. Tip of the hat, again, to Paul Bourke.]]></description>
			<content:encoded><![CDATA[<p>A barebone <a href="http://www.wblut.com/constructs/danzer2D/" class="liinternal">implementation</a> of Danzer’s aperiodic tiles in 2D. The spacebar toggles between the 3 different triangles. ‘+’ and ‘-’ change the recursion level.</p>
<p>Tip of the hat, again, to <a href="http://local.wasp.uwa.edu.au/~pbourke/texture_colour/nonperiodic/" class="liexternal">Paul Bourke</a>.</p>
<p style="text-align: center;"><a href="http://www.wblut.com/2010/12/07/snippets-v-2d-danzer-tiles/"><em>Click here to view the embedded slideshow.</em></a></p>]]></content:encoded>
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		<item>
		<title>Reduction</title>
		<link>http://www.wblut.com/2010/08/25/reduction/</link>
		<comments>http://www.wblut.com/2010/08/25/reduction/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 08:31:15 +0000</pubDate>
		<dc:creator>Frederik Vanhoutte</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Inspiration]]></category>
		<category><![CDATA[Lego]]></category>
		<category><![CDATA[Christoph Niemann]]></category>
		<category><![CDATA[Creationary]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[I LEGO N.Y.]]></category>
		<category><![CDATA[lego]]></category>
		<category><![CDATA[Lego games]]></category>
		<category><![CDATA[Lo Res Project]]></category>
		<category><![CDATA[minimal]]></category>
		<category><![CDATA[Rem Koolhaas]]></category>
		<category><![CDATA[United Nude]]></category>
		<category><![CDATA[wblut]]></category>
		<category><![CDATA[Xavier Veilhan]]></category>

		<guid isPermaLink="false">http://www.wblut.com/?p=1132</guid>
		<description><![CDATA[If I had to summarize generative art and design in two words, I’d probably come up with model making. I would also be wondering why you’d ask such a thing? Two words, come on! Since when are words that expensive, cheapskate, buy some more vowels and consonants! Anyway, model making… In a way, my studies, [...]]]></description>
			<content:encoded><![CDATA[<div style="float:left; width:650px; padding-left:25px;">
<p>If I had to summarize generative art and design in two words, I’d probably come up with <em>model making</em>. I would also be wondering why you’d ask such a thing? Two words, come on! Since when are words that expensive, cheapskate, buy some more vowels and consonants! Anyway, model making…<br />
In a way, my studies, job and hobbies all revolve around some kind of constructive modelling (not the photography kind…)  Probably that’s why I’ve always thought of a generative process as creating form bottom-up out of set of simple rules. Starting with an empty canvas or space, algorithmic application of the rules results in shape, texture and volume.
</p></div>
<div style="float:left; width:650px; padding-left:175px;">
<p>
Mocht je me vragen hoe ik generatieve kunst en design in één woord zou samenvatten dan zou ik waarschijnlijk iets verzinnen als <em>modelbouw</em>. Maar ik zou me ook afvragen waarom je me zoiets zou aandoen? Eén woord, één luttel woord? Sinds wanneer zijn woorden iets om zuinig mee te zijn? enfin, modelbouw dus…<br />
Mijn studies, job en hobby’s draaien allemaal op een of andere manier rond het maken van constructieve modellen. Waarschijnlijk daarom was een generatief proces voor mij iets dat met een eenvoudig systeem van regeltjes vorm creëert. Uit het niets krijg je vorm, textuur en volume. 
</p>
</div>
<div style="float:left; width:475px;">

<div id="attachment_1136" class="wp-caption alignnone" style="width: 478px"><a href="http://www.loresproject.com/" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/dzn_Lo-Res-by-United-Nude-15.jpg" alt="" title="Statue of Liberty" width="468" height="468" class="size-full wp-image-1136" /></a><p class="wp-caption-text">Statue of Liberty, Lo res Project, 2010</p></div></div>
<div style="float:right; width:475px;">
<div id="attachment_1135" class="wp-caption alignnone" style="width: 478px"><a href="http://www.loresproject.com/" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/Lo-Res-by-United-Nude.jpg" alt="" title="Lo-Res-by-United-Nude" width="468" height="468" class="size-full wp-image-1135" /></a><p class="wp-caption-text">Verner Panton chair, Lo Res Project, 2010</p></div>
</div>


<div style="float:left; width:650px; padding-left:25px;">
<p>Confronted with the work of <a href="http://www.veilhan.net/" class="liexternal">Xavier Veilhan </a>and the <a href="http://www.loresproject.com/" class="liexternal">Lo Res Project of Rem Koolhaas's United Nude</a>, I’m forced to reconsider. Starting from real-life subjects, they reduce them to the bare bones. Still recognizable in an abstract way, this essential model triggers the same response as the original. Strangely, the subtraction seems to add something, a mathematical pureness perhaps, a kind of reversed Platonic ideal. So deconstruction and decomposition can be as much part of the process as construction and composition. Contrary to destruction, which can be considered as the mere introduction of noise, deconstruction is not a common part of algorithmic design.
</p></div>
<div style="float:left; width:650px; padding-left:175px;">
<p>
Echter het werk van <a href="http://www.veilhan.net/" class="liexternal">Xavier Veilhan </a> en het <a href="http://www.loresproject.com/" class="liexternal">Lo Res Project van Rem Koolhaas' United Nude</a>, heeft me doen inzien dat dit eigenlijk een veel te enge blik is. Ze vertrekken van bestaande (ont/onder)werpen en reduceren ze toch geometrische vormen. Nog steeds herkenbaar in een abstracte vorm roept de essentiële vorm dezelfde associaties op als het origineel. Vreemd genoeg lijkt de reductie ook iets toe te voegen, een wiskundige zuiverheid misschien, een platonisch ideaal geëxtrapoleerd in het extreme. Generatieve processen hoeven zich niet te beperken tot constructie en compositie. Deconstructie en decompositie hebben duidelijk hun plaats. Echter, in tegenstelling tot destructie, wat meestal inhoudt dat er simpelweg ruis in het automatisch proces wordt gegooid, laat deconstructie zich minder makkelijk inpakken in een algoritme.
</p>
<div id="attachment_1137" class="wp-caption alignleft" style="width: 600px"><a href="http://www.theselby.com/10_14_08_Xavier_Veilhan/index.html" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/10_14_08_xavier_veilhan_17468-590x393.jpg" alt="" title="Xavier Shark" width="590" height="393" class="size-medium wp-image-1137" /></a><p class="wp-caption-text">Xavier’s Shark, Xavier Veilhan, 2008</p></div></div>
<div style="float:left; width:650px; padding-left:25px;"><div id="attachment_1138" class="wp-caption alignleft" style="width: 600px"><a href="http://quietpdx.blogspot.com/2010/07/xavier-veilhan-using-inorganic-language.html" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/xavier_veilhan_versailles_photo-florian-kleiefenn_yatzer_1-590x440.jpg" alt="" title="Le Carosse" width="590" height="440" class="size-medium wp-image-1138" /></a><p class="wp-caption-text">Le Carrosse, Xavier Veilhan, 2009</p></div>
</div><div style="clear:both;"></div>
<div style="float:left; width:650px; padding-left:25px;">
<p>Destruction is a blind process, unaware of context and essence. Easy to implement, surprisingly painful to control, it emphasises the machine part. I guess it’s the same problem discussed in <a href="http://www.wblut.com/2009/07/23/division/" class="liinternal">an earlier post</a>. Well, I say discussed, “briefly skimmed over as I try to maintain a coherent train of thoughts” is probably closer to the truth (but this is Web 2.0 after all)…<br />
It comes down to this. What Veilhan or the Lo Res Project do, seems easy for a technology aware audience. Any 3D software allows you to simplify an object with a single mouse click. In the same way, it’s relatively straightforward to create a computer image of a cool design or a spectacular high rise. Of course this has its own merits, it takes considerable artistic skill to create striking imagery. But the hidden overhead in real-life design is a far greater challenge. We tend to gloss over the dull, technical “details” like a mental Titanic ignoring the underwater part of an iceberg. It doesn’t help that the CGI-And-Dump mindset is shared by many labelling themselves designers or archtitects. 
</p></div>
<div style="float:left; width:650px; padding-left:175px;">
<p>
Ruis is blind, los van enige context en essentie. Eenvoudig om te gebruiken maar verrassend pijnlijk om onder controle te houden, meestal verraadt het snel een ontmenselijkte, machinale herkomst. Het is eigenlijke hetzelfde probleem als besproken in <a href="http://www.wblut.com/2009/07/23/division/" class="liinternal">een vroegere post</a>. Euh, besproken is een groot woord, denk meer “agendapunt van de groep <em>ADHD ervaringsexperts</em> tijdens de Grote Rilatine Droogte”.<br />
Het komt hier op neer. Wat Veilhan of het Lo Res Project doen, lijkt eenvoudig voor de meer technologie bewuste surfers. Tenslotte kan elk 3D softwarepakket tegenwoordig een object vereenvoudigen met een simpele klik. Op dezelfde manier is het relatief makkelijk om prentjes te maken van een cool design of een spectaculaire wolkenkrabber. Natuurlijk heeft dit ook zijn plaats, en om een echt sprekend ontwerp te maken is wel degelijk artistiek talent nodig. We vergeten echter maar al te vaak dat de glossy plaatjes voor een real-life ontwerp een grote overhead verbergen. Een grijze, saaie, technische massa werk, een onderwater ijsmassa die verborgen blijft voor onze mentale Titanic die zich vergaapt aan de glanzende zichtbare ijspiek. Misschien is dit niet zo erg, ware het niet dat velen die zichzelf aanmelden als designer of architect, dezelfde fout lijken te maken. 
</p></div>
<div style="float:left; width:650px; padding-left:25px;">
<p>There’s a cheap, simple experiment to show just how hard reducing something to its essence is. And it goes like this.</p> <ol>
	<li>Go to a toy store.</li>
	<li>Buy Lego Games Creationary.</li>
	<li>Play it with your friends.</li>
	<li>Consider how much you suck at the game.</li>
	<li>Now play the game with the nearest available children (ambushing them at the school gates with a box of Lego was, in retrospect, a bad idea…).</li>
	<li>Learn from them.</li>
        <li>(Go back to the store and buy all other Lego Games, they’re really great fun.)</li>
</ol>
</div>
<div style="float:left; width:650px; padding-left:175px;">
<p>
Er is een simpel, goedkoop experiment dat aantoont hoe moeilijk het is om iets te reduceren tot zijn essentie.</p>  <ol>
	<li> Ga naar een speelgoedwinkel.</li>
	<li>Koop Lego Games Creationary.</li>
	<li>Speel het met je vrienden.</li>
	<li>Realiseer je hoe luizig je er wel in bent.</li>
	<li>Speel het spel opnieuw, ditmaal met een groep beschikbare kinderen (overval geen onbekenden aan de schoolpoort met een doos Lego, bad idea…).</li>
	<li>Leer van hen.</li>
        <li>(Ga terug naar de speelgoedwinkel en koop de rest van de Lego Games, ze zijn verbazingwekkend leuk.)</li>
</ol>

<a href="http://games.lego.com/en-US/default.aspx" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/Creationary_LR-590x590.jpg" alt="" title="LEGO Games Creationary" width="590" height="590" class="size-medium wp-image-1133" /></a>
</div>


<div style="float:left; width:650px; padding-left:25px;">
<p>You might consider this experiment a tad too childish for your taste. However, one, if being childish means looking at the world with renewed amazement every day, stripped of all preconceptions, I’ll sign for it — but I’d skip the option “7PM tantrum”. Two, the kind people of <a href="http://www.lego.be" class="liexternal">Lego Belgium</a> and <a href="http://www.oona.be/" class="liexternal">oona</a> invited me for the official release of Lego Games and I got a complementary Creationary set. Three, you could justify it to your fashion conscious friends as a real trendy thing to do. There are worse things than emulating <a href="http://niemann.blogs.nytimes.com/2009/02/02/i-lego-ny/" class="liexternal">Christopher Niemann's I LEGO N.Y</a>. Four, if you can’t convince your trendy friends, you can try to win over your architecture friends with <a href="http://architecture.lego.com/en-us/Products/architect/21005%20-%20Fallingwater.aspx" class="liexternal">this</a>. And five, in case you skipped two, the kind people of <a href="http://www.lego.be" class="liexternal">Lego Belgium</a> and <a href="http://www.oona.be/" class="liexternal">oona</a> invited me for the official release of Lego Games and yes, I got a complementary Creationary set, for free. (I still don’t know who they thought I was :)) Although I intend to keep wblut.com ad-free, I’m a sucker for merchandising…
</p></div>
<div style="float:left; width:650px; padding-left:175px;">
<p>
Misschien vind je dit alles wel een beetje te kinderachtig. Toch zijn er redenen genoeg die het rechtvaardigen. Eén, ik zou op elk moment tekenen om iedere dag de wereld te bekijken met nieuwe verbazing, vrij van alle vooringenomenheid (een aantal opties van het kind-zijn pakket zou ik wel laten liggen..) Twee, de vriendelijke mensen van <a href="http://www.lego.be" class="liexternal">Lego Belgium</a> en <a href="http://www.oona.be/" class="liexternal">oona</a> nodigden me uit voor de officiële release van de Lego Games in België en ik kreeg er een exemplaar van Creationary bovenop. Drie, je kan je hippe vrienden altijd overtuigen dat Lego trendy en arty is. Er is zijn ergere dingen om na te bootsen dan <a href="http://niemann.blogs.nytimes.com/2009/02/02/i-lego-ny/" class="liexternal">Christopher Niemanns I LEGO N.Y</a>. Vier, als je hippe vrienden niet volgen, kan je nog altijd je architect-vrienden over de brug halen met <a href="http://architecture.lego.com/en-us/Products/architect/21005%20-%20Fallingwater.aspx" class="liexternal">dit</a>. En vijf, voor het geval je twee miste, de vriendelijke mensen van <a href="http://www.lego.be" class="liexternal">Lego Belgium</a> en <a href="http://www.oona.be/" class="liexternal">oona</a> nodigden me uit voor de officiële release van de Lego Games in België en ja, ik kreeg er een exemplaar van Creationary bovenop, gratis ende voor niks. (Ik weet nog altijd niet wie of wat ze dachten dat ik was :)) wblut.com mag dan wel reclamevrij zijn, merchandising is altijd meegenomen…
</p>
<div id="attachment_1194" class="wp-caption alignnone" style="width: 510px"><a href="http://niemann.blogs.nytimes.com/2009/02/02/i-lego-ny/" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/01paper.jpg" alt="" title="I LEGO N.Y. 01" width="500" height="332" class="size-full wp-image-1194" /></a><p class="wp-caption-text">I LEGO N.Y., Christoph Niemann, 2009</p></div>
<div id="attachment_1196" class="wp-caption alignnone" style="width: 510px"><a href="http://niemann.blogs.nytimes.com/2009/02/02/i-lego-ny/" class="liimagelink"><img src="http://www.wblut.com/blog/wp-content/2010/08/18flatiron.jpg" alt="" title="I LEGO N.Y. 18" width="500" height="332" class="size-full wp-image-1196" /></a><p class="wp-caption-text">I LEGO N.Y., Christoph Niemann, 2009</p></div>
</div>

<div style="clear:both;"></div>
]]></content:encoded>
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		</item>
		<item>
		<title>Hemesh : a 3D mesh library for Processing</title>
		<link>http://www.wblut.com/2010/05/04/hemesh-a-3d-mesh-library-for-processing/</link>
		<comments>http://www.wblut.com/2010/05/04/hemesh-a-3d-mesh-library-for-processing/#comments</comments>
		<pubDate>Tue, 04 May 2010 21:09:19 +0000</pubDate>
		<dc:creator>Frederik Vanhoutte</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Hemesh]]></category>
		<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[half-edge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[library]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[voronoi]]></category>
		<category><![CDATA[wblut]]></category>

		<guid isPermaLink="false">http://www.wblut.com/?p=1017</guid>
		<description><![CDATA[UPDATE : He_Mesh has grown enough to give it its own site: http://hemesh.wblut.com/. In time, the new site will contain tutorials and in-depth explanations. Coded, recoded, lost, recoded and recoded … hemesh, the half-edge mesh library for Processing has slowly accreted to a state that warrants a release. A release in more than one way. [...]]]></description>
			<content:encoded><![CDATA[

<div style="float:left; width:500px;">
<p><strong>UPDATE :</strong> He_Mesh has grown enough to give it its own site: <a href="http://hemesh.wblut.com/" title="He_Mesh" target="_blank" class="liexternal">http://hemesh.wblut.com/</a>. In time, the new site will contain tutorials and in-depth explanations.</p>
<p></p>

<p>Coded, recoded, lost, recoded and recoded … <em>hemesh</em>, the half-edge mesh library for Processing has slowly accreted to a state that warrants a release. A release in more than one way. In retrospect, the current functionality looks depressingly small, especially compared to the hundreds of hours that already went into coding it. But like a broke home-owner with a basement and a half-finished first floor, I comfort myself with the thought that at least it holds potential for growth.</p>
<p></p>
<h3>What is <em>hemesh</em>?</h3>
<p><em>hemesh</em> is an implementation of a <a href="http://www.cgafaq.info/wiki/Half_edge_general" class="liexternal">half-edge datastructure</a> for manipulating 3D meshes in Processing. Basically it’s a toolset to extend my Processing sandbox to a proper playground.</p>
<p>Generating and displaying a mesh requires nothing more than a list of vertices and a list of faces connecting them. This hardly requires a special dataset. However, manipulating a mesh in any but a trivial way requires a lot of connectivity information: neighboring vertices, neighboring faces, shared edges,… Keeping track of this in a simple facelist type structure is difficult. Hence the need for a datastructure that incorporates connectivity information in an efficient way: the <a href="http://www.cgafaq.info/wiki/Half_edge_general" class="liexternal">half-edge mesh</a>.</p>
<h3>What can <em>hemesh</em> do?</h3>
<p>The library is currently focused on the stuff I coded it for: 3D voronoi and random plane divisions. So with <em>hemesh</em> we can create 3D meshes. Several primitives are built-in, but any kind of <a href="http://en.wikipedia.org/wiki/2-manifold" rel="nofollow" class="liwikipedia">2-manifold</a> mesh can be turned into a half-edge mesh from its vertices and facelist. The weight of the implementation lies in closed meshes but open surfaces are handled as well.</p>
<p>Creating meshes is cool (for a given amount of cool) but destroying them is cooler. Several modifiers are provided, either as part of the basic mesh functionality or as separate modifier classes. Subdividors are a special class of modifier oriented towards subdivisions. (The names might not be original but I guess it’s easier to remember than quaghot and umpsink.)</p>
<h3>What <em>hemesh</em> can’t do…</h3>
<p>The half-edge datastructure has <a href="http://www.cgafaq.info/wiki/Half_edge_capabilities" class="liexternal">a few limitations</a> in itself. In practice, each edge in a mesh can be shared by at most two faces. The implementation is strongly face-based, isolated vertices and edges are not supported and will lead to ouchie.
</p><p>The initial intent of <em>hemesh</em> was to build a system to prototype geometric play. So large-scale systems were never a goal. Several implemented algorithms are O(n²)  and use a lot of storage. Connaiseurs and lectors in computational geometry are advised to avoid perusing the code, bleeding eyes often offend. On the positive side, there’s room for improvement…</p> 
<h3>Getting <em>hemesh</em></h3>
<p>The library is maintained at <a href="http://code.google.com/p/hemesh2010/" class="liexternal">code.google.com</a>. <em>hemesh</em> is currently at beta version <del datetime="2011-02-14T14:27:31+00:00">1.1.0</del>1.3.0 Download and extract the  <a href="http://code.google.com/p/hemesh2010/downloads/list" class="liexternal">archive</a> inside the Processing ‘libraries’ folder. The ‘hemesh’ subfolder contains several examples. A <a href="http://www.processing.org/download/" class="liexternal">Processing</a> version supporting JAVA 1.5 syntax is recommended, Rev 180 or higher. In the coming days, I’ll post some tutorials and spielerei to illustrate further use. </p>
<h3>Future</h3>
<p>At this time, the library reflects my current interests. If you want it to do something else, have a suggestion or <em>hemesh</em> goes haywire on you, let <a href="http://www.wblut.com/about/" class="liinternal">me</a> know! One major addition is already planned: boolean mesh operations. This is a small step away from completion. </p>
</div>

<div style="float:right; width:400px;"><a href="http://www.wblut.com/2010/05/04/hemesh-a-3d-mesh-library-for-processing/"><em>Click here to view the embedded slideshow.</em></a>
<p></p>
<pre><code>

import processing.opengl.*;
import wblut.hemesh.*;
import wblut.geom.*;

HE_Mesh box;

void setup(){
&nbsp;&nbsp;size(600,600,OPENGL);
&nbsp;&nbsp;hint(ENABLE_OPENGL_4X_SMOOTH);
&nbsp;&nbsp;HEC_Box boxCreator=new HEC_Box(this)
&nbsp;&nbsp;&nbsp;&nbsp;.setWidth(400).setWidthSegments(10)
&nbsp;&nbsp;&nbsp;&nbsp;.setHeight(200).setHeightSegments(4)
&nbsp;&nbsp;&nbsp;&nbsp;.setDepth(200).setDepthSegments(4);
&nbsp;&nbsp;boxCreator.setCenter(100,100,0).setAxis(1,1,1);
&nbsp;&nbsp;box=new HE_Mesh(boxCreator);
&nbsp;&nbsp;HEM_Lattice lattice=new HEM_Lattice().setDepth(10)
&nbsp;&nbsp;.setWidth(10).setFuse(true).setThresholdAngle(HALF_PI);
&nbsp;&nbsp;box.modify(lattice)
}

void draw(){
&nbsp;&nbsp;background(120);
&nbsp;&nbsp;lights();
&nbsp;&nbsp;translate(300,300,0);
&nbsp;&nbsp;rotateY(mouseX*1.0f/width*TWO_PI);
&nbsp;&nbsp;rotateX(mouseY*1.0f/height*TWO_PI);
&nbsp;&nbsp;noStroke();
&nbsp;&nbsp;box.drawFaces();
&nbsp;&nbsp;stroke(0);
&nbsp;&nbsp;box.drawEdges();
}

</code></pre>


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