code wiki / _hdl_build / nx_texture_gate.nx
nx_texture_gate.nx
buildroot/runtime/_hdl_build/nx_texture_gate.nx
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nx_texture_gate.nx -- ★F3 procedural TEXTURE: 3D solid-noise surface detail. Flat uniform colour vs mottled/detailed
skin. T1 the textured surface has far more HIGH-FREQUENCY detail (adjacent-pixel variation) than flat. T2 determinism.
T3 gallery (skin flat | skin textured | textured close-up). license_tier: ORIGINAL expect_exit: 0
dependencies 5 imports · 0 importers
imports: nx_syscalls.nxnx_png.nxnx_trimesh.nxnx_isosurf.nxnx_bodyatlas.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 23 | const BG: i64 = 24 + 26*256 + 34*65536 |
| 24 | const W: i64 = 340 |
| 25 | const H: i64 = 470 |
| 26 | const GX: i64 = 32 |
| 27 | const GY: i64 = 110 |
| 28 | const GZ: i64 = 20 |
| 29 | const GC: i64 = 18 |
functions
| 10 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 11 | func pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 12 | func clearfb(fb: *i64, n: i64, c: i64) -> i64 { var i: i64=0; while i<n { fb[i]=c; i=i+1 } return 0 } called by 1: main |
| 14 | func detail(fb: *i64, W: i64, H: i64, bg: i64) -> i64 called by 1: main |
| 31 | func mesh_skin() -> i64 |
| 43 | func main() -> i64 |