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mirror of https://github.com/Pomax/BezierInfo-2.git synced 2025-08-31 20:11:59 +02:00

regenerated all images

This commit is contained in:
Pomax
2020-09-06 17:23:52 -07:00
parent 17c50a403b
commit 42b9818441
66 changed files with 407 additions and 328 deletions

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@@ -28,7 +28,7 @@ And then we're done, we found "the" normal vector for a 3D curve. Let's see what
<input type="range" min="0" max="1" step="0.01" value="0" class="slide-control">
</graphics-element>
However, if you've played with that graphic a bit, you might have noticed something odd. The normal seems to "suddenly twist around" around between t=0.5 and t=0.9... Why is doing that?
However, if you've played with that graphic a bit, you might have noticed something odd. The normal seems to "suddenly twist around the curve" between t=0.65 and t=0.75... Why is it doing that?
As it turns out, it's doing that because that's how the maths works, and that's the problem with Frenet normals: while they are "mathematically correct", they are "practically problematic", and so for any kind of graphics work what we really want is a way to compute normals that just... look good.