From 953f462daba8e793dc9918eb3aa493448a34224e Mon Sep 17 00:00:00 2001 From: Revar Desmera Date: Wed, 31 May 2023 03:13:04 -0700 Subject: [PATCH] skin.scad docs formatting fixes. --- skin.scad | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) diff --git a/skin.scad b/skin.scad index 31ed7f4..08d2a54 100644 --- a/skin.scad +++ b/skin.scad @@ -2691,14 +2691,14 @@ function associate_vertices(polygons, split, curpoly=0) = // DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values // Section: Texturing -// Some operations are able to add texture to the objects they create. A texture can be any regularly repeated variation in the height of the surface. -// To define a texture you need to specify how the height should vary over a rectangular block that will be repeated to tile the object. Because textures -// are based on rectangular tiling, this means adding textures to curved shapes may result in distortion of the basic texture unit. For example, if you -// texture a cone, the scale of the texture will be larger at the wide end of the cone and smaller at the narrower end of the cone. -// . -// You can specify a texture using to method: a height field or a VNF. For each method you also must specify the scale of the texture, which -// gives the size of the rectangular unit in your object that will correspond to one texture tile. Note that this scale does not preserve -// aspect ratio: you can stretch the texture as desired. +// Some operations are able to add texture to the objects they create. A texture can be any regularly repeated variation in the height of the surface. +// To define a texture you need to specify how the height should vary over a rectangular block that will be repeated to tile the object. Because textures +// are based on rectangular tiling, this means adding textures to curved shapes may result in distortion of the basic texture unit. For example, if you +// texture a cone, the scale of the texture will be larger at the wide end of the cone and smaller at the narrower end of the cone. +// . +// You can specify a texture using to method: a height field or a VNF. For each method you also must specify the scale of the texture, which +// gives the size of the rectangular unit in your object that will correspond to one texture tile. Note that this scale does not preserve +// aspect ratio: you can stretch the texture as desired. // Subsection: Height Field Texture Maps // The simplest way to specify a texture map is to give a 2d array of // height values which specify the height of the texture on a grid. @@ -2799,7 +2799,7 @@ function associate_vertices(polygons, split, curpoly=0) = // Topics: Textures, Knurling // Synopsis: Produce a standard texture. // Topics: Extrusion, Textures -// See Also: linear_sweep(), rotate_sweep() +// See Also: linear_sweep(), rotate_sweep(), heightfield(), cylindrical_heightfield() // Usage: // tx = texture(tex, [n=], [inset=], [gap=], [roughness=]); // Description: @@ -2817,7 +2817,6 @@ function associate_vertices(polygons, split, curpoly=0) = // inset = The amount to inset part of a VNF tile texture. Generally between 0 and 0.5. // gap = The gap between logically distinct parts of a VNF tile. (ie: gap between bricks, gap between truncated ribs, etc.) // roughness = The amount of roughness used on the surface of some heightfield textures. Generally between 0 and 0.5. -// See Also: heightfield(), cylindrical_heightfield(), texture() // Example(3D): **"bricks"** (Heightfield) = A brick-wall pattern. Giving `n=` sets the number of heightfield samples to `n x n`. Default: 24. Giving `roughness=` adds a level of height randomization to add roughness to the texture. Default: 0.05. Use `style="convex"`. // tex = texture("bricks"); // linear_sweep(