<bitbasher>
hi folks .. i am back .. anyone able to answer a dumb Q?
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<bitbasher>
in the wiki section on modules it says there are two types - Object Modules and Operator Modules .. the wording is a bit unclear but i think that Object Modules are not really objects in the sense of an OO Language, right?
<bitbasher>
what i have seen in examples and library scripts is that modules are used to create "objects" by performing operations on primitives .. so the "plain modules" i have been writing are "object modules", yes?
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<bitbasher>
i have seen that OS creates backup files .. i just worked on an example file that i had not saved to disc and i managed to make the app crash .. could the editor have made a backup of it ? if so , where?
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<kintel>
bitbasher Nomenclature in the wiki is a bit fluid as it's written by a bunch of different people.
<kintel>
I think what was meant by the wikibook is that "object modules" are modules which create some geometric object, while "operator modules" are modules which accept children
<kintel>
..so using built-in modules as an example: sphere() is an "object module" while hull() is a "operator module"
<kintel>
I tend to call them "shapes" rather than "objects", and I also tend to refer to "object modules" as "leaf nodes", but we don't really have an official nomenclature
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<bitbasher>
thanks kintel .. i have found the backups .. saved some time there
<bitbasher>
now about setting color ..
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<bitbasher>
i am playing with the recursive tree example .. i wanted to apply colours to the items drawn at each level of recursion .. but the color i apply to the first level trunk (brown) is applied to everything .. odd i thought .. then i read up on the color() modifier .. the highest level call to set the color overrides everything !!! really, how can that make sense?
<bitbasher>
the example only changed the color for the green leaves leaving all the reast of the shape the default yellow. If i want to set the color for any other part of the shape .. how can i do that ?
<kintel>
sparsh-n: Yeah, with the caveat that docs are expensive to update and people tend to forget about keeping them in sync.
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<kintel>
bitbasher We don't really support colors for 2D shapes, but if you build a 3D tree I believe it should work
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<stealth_>
anyway to do spec in openscad? like show side/top/view, maybe have object length/height info in it
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<bitbasher>
kintel: the tree example uses only 3D shapes .. actually just cylinder .. my issue is that i want to set a different colour brown at each level of recursion, and still have the leaves be green . but the docs say that when i set color() and then add children that the highest level color() call overrides setting color on the children . which is what i see. even tho i set the leaves green they still render with the color of the trunk
<sculptor>
so my good friend has a frame with 3 axes and motors
<sculptor>
he says that now he only needs a hotbed and printer head to make a 3d printer
<sculptor>
not realizing how far he is from a working useful 3d printer
<sculptor>
usable
<InPhase>
bitbasher: Which recursive tree example? module_recursion.scad?
<InPhase>
bitbasher: There have been a lot of recursive trees. ;)
<InPhase>
bitbasher: A simple start to that is just: color(count > 5 ? [0.41, 0.23, 0] : [0, 1 - (0.8 / levels * count), 0])
<InPhase>
On line 31.
<sculptor>
i did not know openscad had colors
<InPhase>
sculptor: Did you not see the calendars? :)
<sculptor>
you gave me tons of useful links. have forgotten since then
<sculptor>
cool but i use openscad to design models for printing
<sculptor>
i'm not making games
<sculptor>
atm
<InPhase>
Not for game designs... Art!
<InPhase>
This is its own purpose. :)
<bitbasher>
inPhase: what did you mean by this : A simple start to that is just: color(count > 5 ? [0.41, 0.23, 0] : [0, 1 - (0.8 / levels * count), 0]) please
<InPhase>
bitbasher: A modification to module_recursion.scad to color the trunk parts brown.
<kintel>
bitbasher ah, I understand what you mean now: The docs are probably reflecting the old color behavior, while the development snapshots in Manifold mode has much better color support (but not documented in the wikibook)