diff --git a/skin.scad b/skin.scad index 9b209977..751ff715 100644 --- a/skin.scad +++ b/skin.scad @@ -3634,10 +3634,14 @@ function associate_vertices(polygons, split, curpoly=0) = // **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,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. -// 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); +// 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. +// include +// $fn = 288; +// style = "aligned"; //[orig,aligned,stagger,octa,icosa] +// fudge = 0.001; //[0.001:0.001:0.01] +// color("blue") spheroid(20 + fudge, style = style, $fn = 180); +// rotate_sweep(arc(r = 20, n = 180, start = -90, angle = 180), 360, +// texture = worldmap, tex_depth = 0.5, tex_reps = [1,1]); // Continues: