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Get Textures Figures to render.
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1 changed files with 11 additions and 5 deletions
16
skin.scad
16
skin.scad
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@ -2585,9 +2585,15 @@ function associate_vertices(polygons, split, curpoly=0) =
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// Another serious limitation is more subtle. In the 2D examples above, it is obvious how to connect the
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// dots together. But in 3D example we need to triangulate the points on a grid, and this triangulation is not unique.
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// The `style` argument lets you specify how the points are triangulated using the styles supported by {{vnf_vertex_array()}}.
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// 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
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// 3D triangulations produced by the different styles:
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// Figure(Big, NoAxes, VPR = [39.2, 0, 13.3], VPT = [3.76242, -5.50969, 4.51854], VPD = 32.0275):
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// In the example below we have expanded the 2D example into 3D:
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// ```openscad
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// [[0,0,0,0],
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// [0,1,1,0],
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// [0,1,1,0],
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// [0,0,0,0]]
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// ```
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// and we show the 3D triangulations produced by the different styles:
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// Figure(3D,Big,NoAxes,VPR=[39.2,0,13.3],VPT=[3.76242,-5.50969,4.51854],VPD=32.0275):
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// tex = [
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// [0,0,0,0,0],
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// [0,1,1,0,0],
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@ -2628,10 +2634,10 @@ function associate_vertices(polygons, split, curpoly=0) =
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// 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
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// a collection of disconnected objects. Note that the Z coordinates of your tile can be anything, but for the dimensional settings on textures
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// to work intuitively, you should construct your tile so that Z ranges from 0 to 1.
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// 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.
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// 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.
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// tex = texture("hex_grid");
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// vnf_polyhedron(tex);
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// 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.
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// 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.
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// shape = skin([
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// rect(2/5),
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// rect(2/3),
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