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