Merge pull request #1034 from revarbat/revarbat_dev

Get Textures Figures to render.
This commit is contained in:
Revar Desmera 2023-01-23 15:36:59 -08:00 committed by GitHub
commit 3d7a415f6e
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -2585,9 +2585,15 @@ function associate_vertices(polygons, split, curpoly=0) =
// Another serious limitation is more subtle. In the 2D examples above, it is obvious how to connect the
// dots together. But in 3D example we need to triangulate the points on a grid, and this triangulation is not unique.
// The `style` argument lets you specify how the points are triangulated using the styles supported by {{vnf_vertex_array()}}.
// In the example below we have expanded the 2D example into 3D: `[[0,0,0,0],[0,1,1,0],[0,1,1,0],[0,0,0,0]]`, and we show the
// 3D triangulations produced by the different styles:
// Figure(Big,NoAxes,VPR=[39.2,0,13.3],VPT=[3.76242,-5.50969,4.51854],VPD=32.0275):
// In the example below we have expanded the 2D example into 3D:
// ```openscad
// [[0,0,0,0],
// [0,1,1,0],
// [0,1,1,0],
// [0,0,0,0]]
// ```
// and we show the 3D triangulations produced by the different styles:
// Figure(3D,Big,NoAxes,VPR=[39.2,0,13.3],VPT=[3.76242,-5.50969,4.51854],VPD=32.0275):
// tex = [
// [0,0,0,0,0],
// [0,1,1,0,0],
@ -2628,10 +2634,10 @@ function associate_vertices(polygons, split, curpoly=0) =
// to make a valid object is to have no points at all on the Y=0 line, and of course none on Y=1. In this case, the resulting texture produces
// a collection of disconnected objects. Note that the Z coordinates of your tile can be anything, but for the dimensional settings on textures
// to work intuitively, you should construct your tile so that Z ranges from 0 to 1.
// Figure: This is the "hexgrid" VNF tile, which creates a hexagonal grid texture, something which doesn't work well with a height field because the edges of the hexagon don't align with the grid. Note how the tile ranges between 0 and 1 in both X, Y and Z.
// Figure(3D): This is the "hexgrid" VNF tile, which creates a hexagonal grid texture, something which doesn't work well with a height field because the edges of the hexagon don't align with the grid. Note how the tile ranges between 0 and 1 in both X, Y and Z.
// tex = texture("hex_grid");
// vnf_polyhedron(tex);
// Figure: This is an example of a tile that has no edges at the top or bottom, so it creates disconnected rings. See below for examples showing this tile in use.
// Figure(3D): This is an example of a tile that has no edges at the top or bottom, so it creates disconnected rings. See below for examples showing this tile in use.
// shape = skin([
// rect(2/5),
// rect(2/3),