From cb1a7838f177cb28d1034e8bec89622eb0eb236b Mon Sep 17 00:00:00 2001 From: Tyler Hallada Date: Thu, 4 Jul 2019 23:08:05 -0400 Subject: [PATCH] README tweaks --- README.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/README.md b/README.md index b2ea063..436157b 100644 --- a/README.md +++ b/README.md @@ -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