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Circle and Sphere support normal and texture coordinate generation as well as tesselation.
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Circle and Sphere support normal and texture coordinate generation as well as tessellation.
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The coordinates of Circle are defined in anti-clockwise order.
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#### Cylinder
@@ -55,7 +55,7 @@ A `Cylinder` is a 3D shape defined by two points and a radius.
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c = Cylinder(Point3f(-1, 0, 0), Point3f(0, 0, 1), 0.3f0) # start point, end point, radius
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```
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Cylinder supports normals an Tesselation, but currently no texture coordinates.
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Cylinder supports normals an Tessellation, but currently no texture coordinates.
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#### Pyramid
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@@ -67,18 +67,18 @@ It is defined by by the center point of the base, its height and its width.
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p = Pyramid(Point3f(0), 1f0, 0.3f0) # center, height, width
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```
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Pyramid supports normals, but currently no texture coordinates or tesselation
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Pyramid supports normals, but currently no texture coordinates or tessellation
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## Tesselation
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## Tessellation
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In GeometryBasics `Tesselation` is a wrapper type for primitives which communicates
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In GeometryBasics `Tessellation` is a wrapper type for primitives which communicates
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how dense the mesh generated from one should be.
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```@repltesselation
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t = Tesselation(Cylinder(Point3f(0), Point3f(0,0,1), 0.2), 32) # 32 vertices for each circle
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```@repltessellation
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t = Tessellation(Cylinder(Point3f(0), Point3f(0,0,1), 0.2), 32) # 32 vertices for each circle
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normal_mesh(t)
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t = Tesselation(Rect2(Point2f(0), Vec2f(1)), (8, 6)) # 8 vertices in x direction by 6 in y direction
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t = Tessellation(Rect2(Point2f(0), Vec2f(1)), (8, 6)) # 8 vertices in x direction by 6 in y direction
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triangle_mesh(t)
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```
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@@ -89,8 +89,8 @@ This will also be enough to automatically generate normals for a 3D primitive an
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You can also implement functions to generate them directly with `normals(primitive)` and `texturecoordinates(primitive)`.
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Depending on your primitive this might be necessary to get the normals and uvs you want.
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To be compatible with `Tesselation` all of the functions mentioned above should implement a second tesselation argument.
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This will be the second argument passed to the Tesselation constructor.
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To be compatible with `Tessellation` all of the functions mentioned above should implement a second tessellation argument.
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This will be the second argument passed to the Tessellation constructor.
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It's up to you to decide what makes sense here, though typically it's just an integer that more or less corresponds to the number of generated vertices.
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