fullscreen import processing.opengl.*;
PShape checker;
float i, j, temp;
int SCALE = 50;
float STEPS = 5000.0;
void setup() {
size(640,480);
smooth();
checker = loadShape("checker1.svg");
i=0;
j=0;
temp=0;
}
void draw(){
if (i>STEPS) {i=0;}
if (j>STEPS) {i=0;}
background(255);
translate((width/2),(height/2));
temp=(i/STEPS)*360.0;
rotate(radians(temp));
shape(checker, (-10*SCALE)-(1*SCALE), (-10*SCALE)-(1*SCALE),20*SCALE,20*SCALE);
rotate(-radians(temp));
i=i+1;
temp=radians((j/STEPS)*360.0);
rotate(-temp);
shape(checker, (-10*SCALE)-(1*SCALE), (-10*SCALE)-(1*SCALE),20*SCALE,20*SCALE);
j=j+1;
}
I was driving around and the concept for this sort of struck me, or I was curious about it. It is mostly what you would expect it would do.