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Update skin.scad
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12
skin.scad
12
skin.scad
@@ -3634,10 +3634,14 @@ function associate_vertices(polygons, split, curpoly=0) =
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// **geotiff2scad.py** is a python script creates a texture array from geotiff depth maps.
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// .
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// 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.
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// 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.
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// tex = texture("bricks_vnf");
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// cyl(d=10,h=15,texture=tex, tex_reps=[4,2],tex_samples=5,rounding=2);
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// up(7)fwd(-3)right(15)cyl(d=10,h=15,texture=vnf_triangulate(tex), tex_reps=[4,2],tex_samples=5,rounding=2);
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// Figure(3D,Big,NoAxes,VPR=[140.9,0,345.7],VPT=[9.48289,-0.88709,5.7837],VPD=39.5401): A globe made by texturing the rotate sweep of a 180 degree arc.
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// include<BOSL2/examples/worldmap_360x180.scad>
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// $fn = 288;
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// style = "aligned"; //[orig,aligned,stagger,octa,icosa]
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// fudge = 0.001; //[0.001:0.001:0.01]
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// color("blue") spheroid(20 + fudge, style = style, $fn = 180);
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// rotate_sweep(arc(r = 20, n = 180, start = -90, angle = 180), 360,
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// texture = worldmap, tex_depth = 0.5, tex_reps = [1,1]);
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// Continues:
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