anglr
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allow texture map of a raw array
We could default to [0,1, 0, 1] but more generally the underlying mapping functions should accept an array, raster-palette, or raster-RGB (and allow set xmin,xmax,ymin,ymax) - see FIXME in texture_mapping
Notes from #89
not sure about these
- [ ]
mesh_plot()should not includecrsandcoordsargs - [ ]
as.mesh3d()should NOT acceptcoordsorcrswe just force use ofcopy_down() - [ ] all reprojection should be done with
reproj()(which means mesh3d needs crs, or we have areproj_to_mesh()workflow, which might be the go)
Note that the way Textures work is now documented:
https://github.com/rforge/rgl/blob/master/pkg/rgl/vignettes/rgl.Rmd
e.g.
- The color in the figure above was specified to be white. By default,
the colors in the bitmap will modify the colour of the
quad. If
colis black (a common default), you won't see anything. - On the other hand, you usually don't want specular
reflections (which show up as glare). Setting
specularto black prevents those.
w00t