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Texture displacement: illustrate the settings that are a shape
Ten more tooltips get a picture: Depth, Tile size, Repeat/Mirror, Invert, Smoothing, Edge fade and Blend as stills, Depth, Rotation and Midlevel as animations. All drawn by scripts/gen_texture_displacement_tips.py from the same arithmetic the feature uses, one motif throughout, so that whatever differs between two of them is the setting and nothing else. Midlevel is drawn in section instead of as a relief. Shading reads slopes, so a height field moved up or down as a whole shades exactly as it did before - and where the relief sits relative to the surface is the entire meaning of that setting. From the side, against the bare surface, it is the one thing visible. A single picture is now capped at 10 em tall and centred in its column, rather than drawn at the tooltip's full width, where a square one came out as tall as the text beside it was long.
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@@ -61,16 +61,28 @@ for the next through `GLCanvas3D::schedule_extra_frame()`, timed to when that fr
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## Making one
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Captures of the real tool are the first choice for anything involving the model, the mesh or colour.
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Settings whose meaning is a shape can be drawn from the same arithmetic instead:
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`scripts/gen_texture_displacement_tips.py` shades a height field as a relief catching the light, and
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produces `tile_off.png`, `tile_on.png` and `rotation.gif` that way.
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Settings whose meaning is a shape are drawn from the same arithmetic instead, by
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`scripts/gen_texture_displacement_tips.py`: it shades a height field as a relief catching the light,
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and covers Depth, Tile, Tile size, Rotation, Repeat/Mirror, Midlevel, Smoothing, Edge fade, Invert and
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Blend that way.
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One motif - a ring inside a square frame - runs through nearly all of them, because using one shape
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everywhere is what lets two pictures be compared: whatever differs between them is the setting, since
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nothing else is.
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Midlevel is drawn in section rather than as a relief, and the reason generalises. Shading reads
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slopes, so a height field moved up or down as a whole shades identically to where it started; any
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setting whose meaning is *where the relief sits relative to the surface* is invisible in a top view
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and has to be drawn from the side, against the bare surface as a reference.
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Either way:
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- Square, around 256 px. The tooltip is about 20 em wide, so that is roughly native size on a 100%
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display and downscales cleanly above it.
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- Square, around 256 px (192 for an animation, where every frame ships). The tooltip is about 20 em
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wide, so that is roughly native size on a 100% display and downscales cleanly above it. A single
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picture is capped at 10 em tall and centred, two side by side take half the width each.
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- Neutral grey. These say what a shape does; colour in one reads as a third thing the setting does,
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and has to work against both themes.
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- Animations loop seamlessly and stay short - a dozen frames at 100 ms, under about 250 KB. They sit
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in `resources/`, which ships with every copy of the application.
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- Animations loop seamlessly and stay short - 16 frames at 100 ms, under about 150 KB. They sit in
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`resources/`, which ships with every copy of the application. A sweep driven by a cosine over the
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frame count loops with no step, since it starts and ends at the same value and the same rate.
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- No text in the picture. Captions are translated; pixels are not.
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