From 6602ff3eee4eeef61abe1bbcf8fa26ad4e7cd2ff Mon Sep 17 00:00:00 2001 From: Revar Desmera Date: Mon, 23 Jan 2023 15:01:14 -0800 Subject: [PATCH] Get Textures Figures to render. --- skin.scad | 16 +++++++++++----- 1 file changed, 11 insertions(+), 5 deletions(-) diff --git a/skin.scad b/skin.scad index 8a9ef29..3e9a7da 100644 --- a/skin.scad +++ b/skin.scad @@ -2585,9 +2585,15 @@ function associate_vertices(polygons, split, curpoly=0) = // Another serious limitation is more subtle. In the 2D examples above, it is obvious how to connect the // dots together. But in 3D example we need to triangulate the points on a grid, and this triangulation is not unique. // The `style` argument lets you specify how the points are triangulated using the styles supported by {{vnf_vertex_array()}}. -// In the example below we have expanded the 2D example into 3D: [[0,0,0,0],[0,1,1,0],[0,1,1,0],[0,0,0,0]], and we show the -// 3D triangulations produced by the different styles: -// Figure(Big, NoAxes, VPR = [39.2, 0, 13.3], VPT = [3.76242, -5.50969, 4.51854], VPD = 32.0275): +// In the example below we have expanded the 2D example into 3D: +// ```openscad +// [[0,0,0,0], +// [0,1,1,0], +// [0,1,1,0], +// [0,0,0,0]] +// ``` +// and we show the 3D triangulations produced by the different styles: +// Figure(3D,Big,NoAxes,VPR=[39.2,0,13.3],VPT=[3.76242,-5.50969,4.51854],VPD=32.0275): // tex = [ // [0,0,0,0,0], // [0,1,1,0,0], @@ -2628,10 +2634,10 @@ function associate_vertices(polygons, split, curpoly=0) = // to make a valid object is to have no points at all on the Y=0 line, and of course none on Y=1. In this case, the resulting texture produces // a collection of disconnected objects. Note that the Z coordinates of your tile can be anything, but for the dimensional settings on textures // to work intuitively, you should construct your tile so that Z ranges from 0 to 1. -// Figure: This is the "hexgrid" VNF tile, which creates a hexagonal grid texture, something which doesn't work well with a height field because the edges of the hexagon don't align with the grid. Note how the tile ranges between 0 and 1 in both X, Y and Z. +// Figure(3D): This is the "hexgrid" VNF tile, which creates a hexagonal grid texture, something which doesn't work well with a height field because the edges of the hexagon don't align with the grid. Note how the tile ranges between 0 and 1 in both X, Y and Z. // tex = texture("hex_grid"); // vnf_polyhedron(tex); -// Figure: This is an example of a tile that has no edges at the top or bottom, so it creates disconnected rings. See below for examples showing this tile in use. +// Figure(3D): This is an example of a tile that has no edges at the top or bottom, so it creates disconnected rings. See below for examples showing this tile in use. // shape = skin([ // rect(2/5), // rect(2/3),