Make get_texture() examples generate images.

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Garth Minette 2022-06-21 19:36:55 -07:00
parent c6fbf8f0c0
commit a8ebd11755

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@ -2132,115 +2132,115 @@ function associate_vertices(polygons, split, curpoly=0) =
// "vnf_pyramids" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation. // "vnf_pyramids" = VNF Tile = Like "pyramids", but slower and more consistent in triangulation.
// "vnf_trunc_pyramids" = VNF Tile = Like "trunc_pyramids", but slower and more consistent in triangulation. // "vnf_trunc_pyramids" = VNF Tile = Like "trunc_pyramids", but slower and more consistent in triangulation.
// See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture() // See Also: textured_revolution(), textured_cylinder(), textured_linear_sweep(), heightfield(), cylindrical_heightfield(), get_texture()
// Example: "ribs" texture. // Example(3D): "ribs" texture.
// tex = get_texture("ribs"); // tex = get_texture("ribs");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[5,10], style="concave" // tex_size=[5,10], style="concave"
// ); // );
// Example: Truncated "trunc_ribs" texture. // Example(3D): Truncated "trunc_ribs" texture.
// tex = get_texture("trunc_ribs"); // tex = get_texture("trunc_ribs");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[5,10], style="concave" // tex_size=[5,10], style="concave"
// ); // );
// Example: "wave_ribs" texture. // Example(3D): "wave_ribs" texture.
// tex = get_texture("wave_ribs"); // tex = get_texture("wave_ribs");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], style="concave" // tex_size=[10,10], style="concave"
// ); // );
// Example: "diamonds" texture. // Example(3D): "diamonds" texture.
// tex = get_texture("diamonds"); // tex = get_texture("diamonds");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], style="concave" // tex_size=[10,10], style="concave"
// ); // );
// Example: "vnf_diamonds" texture. Slower, but more consistent around complex curves. // Example(3D): "vnf_diamonds" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_diamonds"); // tex = get_texture("vnf_diamonds");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "pyramids" texture. // Example(3D): "pyramids" texture.
// tex = get_texture("pyramids"); // tex = get_texture("pyramids");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], style="convex" // tex_size=[10,10], style="convex"
// ); // );
// Example: "vnf_pyramids" texture. Slower, but more consistent around complex curves. // Example(3D): "vnf_pyramids" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_pyramids"); // tex = get_texture("vnf_pyramids");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "trunc_pyramids" texture. // Example(3D): "trunc_pyramids" texture.
// tex = get_texture("trunc_pyramids"); // tex = get_texture("trunc_pyramids");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], style="convex" // tex_size=[10,10], style="convex"
// ); // );
// Example: "vnf_trunc_pyramids" texture. Slower, but more consistent around complex curves. // Example(3D): "vnf_trunc_pyramids" texture. Slower, but more consistent around complex curves.
// tex = get_texture("vnf_trunc_pyramids"); // tex = get_texture("vnf_trunc_pyramids");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "hills" texture. // Example(3D): "hills" texture.
// tex = get_texture("hills"); // tex = get_texture("hills");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], style="quincunx" // tex_size=[10,10], style="quincunx"
// ); // );
// Example: "vnf_dots" texture. // Example(3D): "vnf_dots" texture.
// tex = get_texture("vnf_dots"); // tex = get_texture("vnf_dots");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "vnf_dimples" texture. // Example(3D): "vnf_dimples" texture.
// tex = get_texture("vnf_dimples"); // tex = get_texture("vnf_dimples");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "vnf_cones" texture. // Example(3D): "vnf_cones" texture.
// tex = get_texture("vnf_cones"); // tex = get_texture("vnf_cones");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "bricks" texture. // Example(3D): "bricks" texture.
// tex = get_texture("bricks"); // tex = get_texture("bricks");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "vnf_bricks" texture. // Example(3D): "vnf_bricks" texture.
// tex = get_texture("vnf_bricks"); // tex = get_texture("vnf_bricks");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "vnf_diagonal_grid" texture. // Example(3D): "vnf_diagonal_grid" texture.
// tex = get_texture("vnf_diagonal_grid"); // tex = get_texture("vnf_diagonal_grid");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "vnf_hex_grid" texture. // Example(3D): "vnf_hex_grid" texture.
// tex = get_texture("vnf_hex_grid"); // tex = get_texture("vnf_hex_grid");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[12.5,20], // tex_size=[12.5,20],
// ); // );
// Example: "vnf_checkers" texture. // Example(3D): "vnf_checkers" texture.
// tex = get_texture("vnf_checkers"); // tex = get_texture("vnf_checkers");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,
// tex_size=[10,10], // tex_size=[10,10],
// ); // );
// Example: "rough" texture. // Example(3D): "rough" texture.
// tex = get_texture("rough"); // tex = get_texture("rough");
// textured_linear_sweep( // textured_linear_sweep(
// rect(50), tex, h=40, // rect(50), tex, h=40,