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Merge pull request #1183 from BelfrySCAD/revarbat_dev
skin.scad docs formatting fixes.
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a372990e8c
1 changed files with 9 additions and 10 deletions
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skin.scad
19
skin.scad
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@ -2691,14 +2691,14 @@ function associate_vertices(polygons, split, curpoly=0) =
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// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
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// DefineHeader(Table;Headers=Texture Name|Type|Description): Texture Values
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// Section: Texturing
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// Section: Texturing
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// 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.
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// 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.
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// 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
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// 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
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// 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
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// 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
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// 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.
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// 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.
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// .
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// .
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// 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
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// 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
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// gives the size of the rectangular unit in your object that will correspond to one texture tile. Note that this scale does not preserve
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// gives the size of the rectangular unit in your object that will correspond to one texture tile. Note that this scale does not preserve
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// aspect ratio: you can stretch the texture as desired.
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// aspect ratio: you can stretch the texture as desired.
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// Subsection: Height Field Texture Maps
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// Subsection: Height Field Texture Maps
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// The simplest way to specify a texture map is to give a 2d array of
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// The simplest way to specify a texture map is to give a 2d array of
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// height values which specify the height of the texture on a grid.
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// height values which specify the height of the texture on a grid.
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@ -2799,7 +2799,7 @@ function associate_vertices(polygons, split, curpoly=0) =
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// Topics: Textures, Knurling
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// Topics: Textures, Knurling
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// Synopsis: Produce a standard texture.
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// Synopsis: Produce a standard texture.
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// Topics: Extrusion, Textures
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// Topics: Extrusion, Textures
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// See Also: linear_sweep(), rotate_sweep()
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// See Also: linear_sweep(), rotate_sweep(), heightfield(), cylindrical_heightfield()
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// Usage:
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// Usage:
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// tx = texture(tex, [n=], [inset=], [gap=], [roughness=]);
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// tx = texture(tex, [n=], [inset=], [gap=], [roughness=]);
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// Description:
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// Description:
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@ -2817,7 +2817,6 @@ function associate_vertices(polygons, split, curpoly=0) =
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// inset = The amount to inset part of a VNF tile texture. Generally between 0 and 0.5.
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// inset = The amount to inset part of a VNF tile texture. Generally between 0 and 0.5.
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// gap = The gap between logically distinct parts of a VNF tile. (ie: gap between bricks, gap between truncated ribs, etc.)
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// gap = The gap between logically distinct parts of a VNF tile. (ie: gap between bricks, gap between truncated ribs, etc.)
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// roughness = The amount of roughness used on the surface of some heightfield textures. Generally between 0 and 0.5.
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// roughness = The amount of roughness used on the surface of some heightfield textures. Generally between 0 and 0.5.
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// See Also: heightfield(), cylindrical_heightfield(), texture()
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// 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"`.
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// 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"`.
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// tex = texture("bricks");
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// tex = texture("bricks");
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// linear_sweep(
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// linear_sweep(
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