skin.scad docs formatting fixes.

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Revar Desmera 2023-05-31 03:13:04 -07:00
parent 2a70a575f0
commit 953f462dab

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@ -2691,14 +2691,14 @@ function associate_vertices(polygons, split, curpoly=0) =
// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values // DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
// Section: Texturing // 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. // 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 // 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 // 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. // 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 // 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 // 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. // aspect ratio: you can stretch the texture as desired.
// Subsection: Height Field Texture Maps // Subsection: Height Field Texture Maps
// The simplest way to specify a texture map is to give a 2d array of // 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. // 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 // Topics: Textures, Knurling
// Synopsis: Produce a standard texture. // Synopsis: Produce a standard texture.
// Topics: Extrusion, Textures // Topics: Extrusion, Textures
// See Also: linear_sweep(), rotate_sweep() // See Also: linear_sweep(), rotate_sweep(), heightfield(), cylindrical_heightfield()
// Usage: // Usage:
// tx = texture(tex, [n=], [inset=], [gap=], [roughness=]); // tx = texture(tex, [n=], [inset=], [gap=], [roughness=]);
// Description: // 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. // 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.) // 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. // 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"`. // 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"); // tex = texture("bricks");
// linear_sweep( // linear_sweep(