datavis 2015-12-08

I had a totally unexpected coincidence while experimenting with my new skeletonize function where the upper vertices of an inner skeleton happened to coincide with vertices in the outer skeleton in such a way that they restricted the Catmull-Clark algorithm from moving them. Resulting in the following shape (which I jazzed up even more by giving it a texture): https://images3.sw-cdn.net/model/picture/625x465_4125821_13308823_1449540847.jpg

Thatโ€™s pretty cool!

Hey @kephale -- want to kick the tires on a beta version of cljs-mathbox? Or anyone else would be equally welcome. I've got some cleanup & documentation to do, and there will be a handful of very small breaking changes, but it should be pretty much good to go. Feedback would be greatly appreciated.

@eggsyntax: you betcha! might be later in the evening, but iโ€™d love to

Excellent! Check out https://github.com/eggsyntax/cljs-mathbox-example, do lein figwheel, and make sure it runs for you (you'll get a string of WebGL errors, but that's a MathBox problem & there's no way around it, unfortunately). & then explore from there simple_smile

The repo for the wrapper itself is at https://github.com/eggsyntax/cljs-mathbox

The example repo just exercises some of the basic functionality, nothing fancy.

Pull requests also welcomed.

Alternately, pulling it into an existing project is just a matter of adding [cljs-mathbox "0.0.1-SNAPSHOT"] to your dependencies.

I just broke the build, one sec ๐Ÿ˜›

OK, all better, just had to get my version #s straight ๐Ÿ˜‰

wheee, ok, iโ€™ll tell you how it goes

Awesome simple_smile

this machine is crying from doing too many volume renders : X

I'm changing how vertex normals are calculated in http://thi.ng. Running into more 0.0 vs. -0.0 fun and games... ๐Ÿ˜ž

I have a feeling that the way I'm going to fix this problem might also fix my meshes tearing after I do skeletonize followed by some catmull-clarks

is keeping his fingers crossed

-0.0 is the work of the devil, I say, the devil himself

is going to calculate vertex normals using Roman numerals, the way all important math should be done