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9 docs tagged with "Draw"

Rendering geometry to the 3D viewport with materials, colors, and edge styling.

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Changing the Scene Every Frame

How a Bitbybit script runs code on every frame the 3D view draws, for spinning parts and other animation - bitbybit.time in TypeScript, the render component in Rete and the render loop block in Blockly - and how to keep the work per frame small.

Code in Bitbybit - the API at a Glance

How the Bitbybit API is organised and how one function reads in Rete, Blockly and TypeScript, the concepts every script stands on, and a map of every namespace with what it is for, how many functions it has and where it is explained.

Conventions

The handful of conventions that hold everywhere in Bitbybit - colour ranges, which way is up, and the defaults that surprise people.

Drawing Options and Materials

Every drawing option in Bitbybit, generated from the API - precision, colors, edges, vertices, index labels, two-sided faces, surface analysis, materials and textures - which entity each set of options is for and which renderers have it, with an example in Rete, Blockly and TypeScript.

Materials and the Look of a Model

How a model gets its look - colours and edges in the drawing options, physically based materials for metal, plastic and glass, and what the scene's lights and environment add.

Text Tags Pinned to Points

Tags in Bitbybit are text labels pinned to 3D positions that follow the camera - how to describe one, draw one or many, update them in place, and what each editor offers - with a table of every function.

Units, Tolerance and Precision

What unit a Bitbybit number is in, why a kernel's tolerance and a drawing's precision are different things, and how precision makes a curve smooth or faceted on screen without changing the shape.