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). JavaScript (which I pretty much copied into Rust).
Trunacated icosahedrons (I call them hexspheres) are a bit slower to generate 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 since they are made by generating a icosahedron and then truncating every point
hexagon and pentagon faces. 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.
The program can also add color to each face by assigning each vertex a color, 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 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 so each face has a unique set of vertices, greatly increasing the size of the
mesh. 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 ## Screenshots
To generate a detailed hexsphere, it starts with base icosahedron: 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`) 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 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 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 6. `T` * 3 number of 32 bit unsigned integers for the 3 indices into the vertex
array that make every triangle array that make every triangle