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feat(editor): add --gen-texture-diamond-grid solid-shape tile
66th procedural texture: axis-aligned grid of solid diamond shapes (no row offset) separated by visible bg gaps. Each cell hosts one diamond computed via L1 (taxicab) metric: |dx|/halfW + |dy|/halfH < fillFrac. Distinct from --gen-texture-snake-skin (brick-offset diamonds that touch tangentially with a derived dark outline) — this variant uses uniform spacing and a configurable fill fraction so diamonds float in clean grid rows. fillFrac = 0.80 default gives a 20% bg-gap moat between diamonds; bump near 1.0 for nearly-touching chevron-floor look, drop to 0.5 for sparse polka-diamond. Useful for clean tile floors, mosaic inlay panels, banner seamless backgrounds, formal heraldry trim, jeweled-cloak tabards.
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3 changed files with 66 additions and 1 deletions
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@ -165,6 +165,8 @@ void printUsage(const char* argv0) {
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std::printf(" Rust streaks: vertical drip bands fading down from hash-jittered tops (weathered metal / hull stains)\n");
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std::printf(" --gen-texture-plaid <out.png> <bgHex> <bandHex> [stride] [bandW] [W H]\n");
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std::printf(" Plaid: 2 sets of crossed translucent bands; intersections darken via combined half-alpha\n");
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std::printf(" --gen-texture-diamond-grid <out.png> <bgHex> <fillHex> [cellW] [cellH] [fillFrac] [W H]\n");
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std::printf(" Diamond grid: axis-aligned solid diamonds in cells with bg gaps (clean tile / mosaic / floor inlay)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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