README tweaks

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Tyler Hallada 2019-07-04 23:08:05 -04:00
parent b392d0ddb5
commit cb1a7838f1

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@ -8,19 +8,19 @@ Icosahedrons can be generated significantly faster than Three.js's version in
JavaScript (which I pretty much copied into Rust).
Trunacated icosahedrons (I call them hexspheres) are a bit slower to generate
since they are made by generating a icosahedron and then subdividing it into
hexagon and pentagon faces.
When rendering hexspheres of detail level 5 and higher and icosahedrons of
detail level of 7 and higher in WebGL, make sure to enable the
[`OES_element_index_uint`](https://developer.mozilla.org/en-US/docs/Web/API/OES_element_index_uint)
extension since the number of vertices might overflow the normal int index.
since they are made by generating a icosahedron and then truncating every point
into hexagon and pentagon faces.
The program can also add color to each face by assigning each vertex a color,
but this comes at the cost of duplicating the shared vertices in the base model
so each face has a unique set of vertices, greatly increasing the size of the
mesh.
When rendering hexspheres of detail level 5 and higher and icosahedrons of
detail level of 7 and higher in WebGL, make sure to enable the
[`OES_element_index_uint`](https://developer.mozilla.org/en-US/docs/Web/API/OES_element_index_uint)
extension since the number of vertices might overflow the normal int index.
## Screenshots
To generate a detailed hexsphere, it starts with base icosahedron:
@ -81,7 +81,7 @@ endian) is laid out as:
2. 1 32 bit unsigned integer specifying the number of triangles (`T`)
3. `V` * 3 number of 32 bit floats for every vertex's x, y, and z coordinate
4. `V` * 3 number of 32 bit floats for the normals of every vertex
5. `V` * 3 number of 32 bit floats for the color of every vertex component
5. `V` * 3 number of 32 bit floats for the color of every vertex
6. `T` * 3 number of 32 bit unsigned integers for the 3 indices into the vertex
array that make every triangle