public void draw(final Graphics g,final int height,final int width){
  int constantDim;
  int changingDim;
  if (orientation == X_AXIS) {
    changingDim=width;
    constantDim=height;
  }
 else {
    changingDim=height;
    constantDim=width;
  }
  int dimStep;
  if (fixedSteps) {
    dimStep=changingDim / STEPS;
  }
 else {
    dimStep=2;
    STEPS=changingDim / dimStep;
  }
  float red=_redT;
  float green=_greenT;
  float blue=_blueT;
  int offset=0;
  for (int i=0; i < STEPS; i++) {
    Color c=new Color(round(red),round(green),round(blue));
    g.setColor(c);
    drawRect(g,offset,constantDim,dimStep);
    offset+=dimStep;
    float value=shader.getValue((float)i / (float)STEPS);
    red=_redT + (_redB - _redT) * value;
    green=_greenT + (_greenB - _greenT) * value;
    blue=_blueT + (_blueB - _blueT) * value;
  }
  Color c=new Color(round(red),round(green),round(blue));
  g.setColor(c);
  drawRect(g,offset,constantDim,changingDim - offset);
}

public void draw ( final Graphics g , final int height , final int width ) { int constantDim ; int changingDim ; if ( orientation == X_AXIS ) { changingDim = width ; constantDim = height ; } else { changingDim = height ; constantDim = width ; } int dimStep ; if ( fixedSteps ) { dimStep = changingDim / STEPS ; } else { dimStep = 2 ; STEPS = changingDim / dimStep ; } float red = _redT ; float green = _greenT ; float blue = _blueT ; int offset = 0 ; for ( int i = 0 ; i < STEPS ; i ++ ) { Color c = new Color ( round ( red ) , round ( green ) , round ( blue ) ) ; g . setColor ( c ) ; drawRect ( g , offset , constantDim , dimStep ) ; offset += dimStep ; float value = shader . getValue ( ( float ) i / ( float ) STEPS ) ; red = _redT + ( _redB - _redT ) * value ; green = _greenT + ( _greenB - _greenT ) * value ; blue = _blueT + ( _blueB - _blueT ) * value ; } Color c = new Color ( round ( red ) , round ( green ) , round ( blue ) ) ; g . setColor ( c ) ; drawRect ( g , offset , constantDim , changingDim - offset ) ; }
draws the requested fade to g , with the given width and height .
