diff --git a/attachments.scad b/attachments.scad index d395d903..f2c164e0 100644 --- a/attachments.scad +++ b/attachments.scad @@ -409,7 +409,7 @@ _ANCHOR_TYPES = ["intersect","hull"]; // Things get difficult when the objects are curved, or even when their edges are not neatly aligned with the coordinate axes. // In these cases, the library may provide multiple different anchoring schemes, called the anchor types. When a module supports // multiple anchor types, use the `atype=` parameter to select the anchor type you need. -// . +// . // First consider the case of a simple rectangle whose corners have been rounded. Where should the anchors lie? // The default anchor type puts them in the same location as the anchors of an unrounded rectangle, which means that for // positive rounding radii, they are not even located on the perimeter of the object. diff --git a/skin.scad b/skin.scad index 2c635ce5..8f1b17c5 100644 --- a/skin.scad +++ b/skin.scad @@ -3458,10 +3458,6 @@ function associate_vertices(polygons, split, curpoly=0) = ) associate_vertices(newpoly, split, curpoly+1); - - - - // Section: Texturing // 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. // To define a texture you need to specify how the height should vary over a rectangular block that is repeated to tile the object. Because textures @@ -3543,12 +3539,15 @@ function associate_vertices(polygons, split, curpoly=0) = // 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: +// // ```openscad // [[0,0,0,0], // [0,1,1,0], // [0,1,1,0], // [0,0,0,0]] // ``` +// +// Continues: // and we show the 3D triangulations produced by the different styles: // Figure(3D,Big,NoAxes,VPR=[45.5,0,18.2],VPT=[2.3442,-6.25815,3.91529],VPD=35.5861): // tex = [ @@ -3623,7 +3622,7 @@ function associate_vertices(polygons, split, curpoly=0) = // extra points can be introduced in the interior of faces leading to unexpected irregularities in the textures, which appear // as extra triangles. These artifacts can be minimized by making the VNF texture's faces as large as possible rather than using // a triangulated VNF, but depending on the specific VNF texture, it may be impossible to entirely eliminate them. -// Figure(3D,Big,NoAxes,VPR=[140.9,0,345.7],VPT=[9.48289,-0.88709,5.7837],VPD=39.5401): The left shows a normal bricks_vnf texture. The right shows a texture that was first passed through {{vnf_triangulate()}}. Note the extra triangle artifacts visible at the ends on the brick faces. +// Figure(3D,Med,NoAxes,VPR=[140.9,0,345.7],VPT=[9.48289,-0.88709,5.7837],VPD=39.5401): The left shows a normal bricks_vnf texture. The right shows a texture that was first passed through {{vnf_triangulate()}}. Note the extra triangle artifacts visible at the ends on the brick faces. // tex = texture("bricks_vnf"); // cyl(d=10,h=15,texture=tex, tex_reps=[4,2],tex_samples=5,rounding=2); // up(7)fwd(-3)right(15)cyl(d=10,h=15,texture=vnf_triangulate(tex), tex_reps=[4,2],tex_samples=5,rounding=2); @@ -3632,18 +3631,18 @@ function associate_vertices(polygons, split, curpoly=0) = // **img2scad.py** is a python script that creates a texture array from most common raster image formats, including gif, png, jpeg. // **img2scad.html** contains a javascript creates a texture array from any image your browser can render. // **geotiff2scad.py** is a python script creates a texture array from geotiff depth maps. -// . -// All three of these scripts place a named array in an .scad file with names specified at run time. These files should be included in your model. -// Figure(3D,Med,NoAxes): On the left the `tex_samples` value is small and the texture is blocky. On the right, the default value of 8 allows a reasonable fit to the cylinder. -// xdistribute(spacing=5){ -// cyl(d=10/PI, h=5, chamfer=0, -// texture=texture("bricks_vnf"), tex_samples=1, tex_reps=[6,3], tex_depth=.2); -// cyl(d=10/PI, h=5, chamfer=0, -// texture=texture("bricks_vnf"), tex_samples=8, tex_reps=[6,3], tex_depth=.2); -// } +// . +// Each of these scripts places a named array in an .scad file with names specified at run time. Use include<> to add the array to your model. +// . +// This is some text before the test image. +// . +// Here is a globe created using geotiff2scad.py to generate the texture array. +// +// ![Geotiff Example](images/skin/globe_animation.png) +// Geotiff Example +// // Continues: - - +// This is some text after the test image. // Function: texture() // Topics: Textures, Knurling // Synopsis: Produce a standard texture.