smcameron
smcameron
You could potentially widen the distance between the gun barrels a little bit to push them off the edges of the screen and fix the near-z-plane clipping.... This might do:...
Eh, I don't think that patch is right, turret_fire() is not for the player ship turret, it's for the turrets in DEMOLISHER.LUA
Should be like this: ``` diff --git a/share/snis/models/spaceship_turret.scad b/share/snis/models/spaceship_turret.scad index 316b164..daceca2 100644 --- a/share/snis/models/spaceship_turret.scad +++ b/share/snis/models/spaceship_turret.scad @@ -18,12 +18,12 @@ module mount() } union() { - translate([0,0,-1.4]) { + translate([0,0,-1.5])...
Even with f_n = 64, you can still see the shading of the polygons (which surprises me, because I thought the smoothing would kick in.) 
The old model had 868 vertices and 1732 face, the $fn=64 model has 4568 vertices and 9132 faces, which seems like a lot for what it is.
* ebfa9317714ab21e751c4f85b599d59af3a3bd1a Widen distance between wombat gun barrels to fix visible near-plane clipping Also put the new model stl file up on spacenerdsinspace.com so "make update-assets" will get it. This...
I would also say that before texturing the model, improving the model before texturing is worth while. The model as it stands is nothing special. Also, OpenSCAD, while ok for...
Maybe something like this? (still programmer art, but maybe a bit better):  
Let me see if I can tweak the phong shading to make those faces go away.
Hmm, I think maybe there's a bug somewhere in the vertex normal calculations causing these artifacts. Not really sure.