import processing.opengl.*; PImage img1; PImage img2; PImage img3; float z; void setup() { size(1024, 768, OPENGL); img1 = loadImage("cast_1.png"); img2 = loadImage("cast_2.png"); img3 = loadImage("cast_3.png"); textureMode(NORMALIZED); z = -300; } void draw() { println(frameCount); background(0); fill(255); hint(ENABLE_DEPTH_SORT); beginShape(); texture(img1); vertex(0, 0, 0, 0, 0); vertex(0, img1.height, 0, 0, 1); vertex(img1.width, img1.height, 0, 1, 1); vertex(img1.width, 0, 0, 1, 0); endShape(); beginShape(); texture(img2); vertex(0, 0, z, 0, 0); vertex(0, img2.height, z, 0, 1); vertex(img2.width, img2.height, z, 1, 1); vertex(img2.width, 0, z, 1, 0); endShape(); beginShape(); texture(img3); vertex(0, 0, -200, 0, 0); vertex(0, img3.height, -200, 0, 1); vertex(img3.width, img3.height, -200, 1, 1); vertex(img3.width, 0, -200, 1, 0); endShape(); } void mouseMoved() { z = map(mouseX, 0, width, -300, 300); } void keyReleased() { if ( key == 'n' ) { int num = int( random(1, 52) ); img1 = loadImage("cast_" + num + ".png"); } if ( key == 'm' ) { int num = int( random(1, 52) ); img2 = loadImage("cast_" + num + ".png"); } }