Merge pull request #1183 from BelfrySCAD/revarbat_dev

skin.scad docs formatting fixes.
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Revar Desmera 2023-05-31 04:12:41 -07:00 committed by GitHub
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@ -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(