hypertidy / textures

simple texture plot
GNU General Public License v3.0
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remove subdivision depth logic #1

Closed mdsumner closed 4 years ago

mdsumner commented 4 years ago

If we just go for a dim then it's much faster and we can be exact like a raster of cells.

(needs checking, and ui-design)

mdsumner commented 4 years ago

@coolbutuseless - you prompted me to pull out all the core logic from anglr, which has become insanely massive - there are key problems like "which way is up", but this has shown me we can now tell that story in exquisite detail. It'll still be a few days until this is in shape, but I appreciate seeing the ways you are going about it it helps expose the ways I have been funneled to think about it.

Latest work is in branch 'native-quad', which is much faster than splitting quads with subdivision3d, but doesn't really on raster-inputs - I've shortcut the depth arg to allow 2 values (nx, ny) - so the UI needs work too.

if you're keen, examples are in inst/rough-examples/rough-examples.R