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Copy file name to clipboardExpand all lines: shapes3d.scad
+12-6Lines changed: 12 additions & 6 deletions
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@@ -1363,10 +1363,10 @@ function cylinder(h, r1, r2, center, r, d, d1, d2, anchor, spin=0, orient=UP) =
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// teardrop = If given as a number, rounding around the bottom edge of the cylinder won't exceed this many degrees from vertical. If true, the limit angle is 45 degrees. Default: `false`
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// texture = A texture name string, or a rectangular array of scalar height values (0.0 to 1.0), or a VNF tile that defines the texture to apply to vertical surfaces. See {{texture()}} for what named textures are supported.
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// tex_size = An optional 2D target size for the textures. Actual texture sizes will be scaled somewhat to evenly fit the available surface. Default: `[5,5]`
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// tex_reps = If given instead of tex_size, gives the tile repetition counts for textures over the surface length and height.
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// tex_reps = If given instead of tex_size, a 2-vector giving the number of texture tile repetitions in the horizontal and vertical directions.
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// tex_inset = If numeric, lowers the texture into the surface by that amount, before the tex_scale multiplier is applied. If `true`, insets by exactly `1`. Default: `false`
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// tex_rot = If true, rotates the texture 90º.
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//tex_scale = Scaling multiplier for the texture depth.
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// tex_rot = Rotate texture by specified angle, which must be a multiple of 90 degrees. A value of true is equivalent to 90 deg, and false to 0. Default: 0
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//tex_depth = Specify texture depth; if negative, invert the texture. Default: 1.
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// tex_samples = Minimum number of "bend points" to have in VNF texture tiles. Default: 8
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// tex_taper = If given as a number, tapers the texture height to zero over the first and last given percentage of the path. If given as a lookup table with indices between 0 and 100, uses the percentage lookup table to ramp the texture heights. Default: `undef` (no taper)
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// style = {{vnf_vertex_array()}} style used to triangulate heightfield textures. Default: "min_edge"
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