I want to create a depth first search which I have been somewhat successful in. Here is my code so far (Except my constructor, note the Vertex and Edge classes only contain properties, nothing import
How we can give any complex mesh, vertex like self lighting. I tried increasing light ambient, material ambient, but as soon as it goes far it starts disa开发者_高级运维ppearing. I want that to be vis
I am still a beginner in vbo and I want to render a collada model. After taking all the needed info from the cae file about the vertices, normals and textures and indices for the vertices, normals and
For a开发者_开发技巧 little background: I am working on a project in C++ in which I am trying to draw 3D representations of objects based on real time profile data.The profiling data is gathered from
Okay, I am new to 3D graphics and I want to animate individual specific vertices in a model (NOT whole model transforms). My script is largely based off the NEHE webgl tutorial. In this tutorial all
Assuming the code is: glLoadIdentity(); glTranslatef(-1.5f,0.0f,-6.0f); glBegin(GL_TRIANGLES); 开发者_JS百科glVertex3f( 0.0f, 1.0f, 0.0f);
I can\'t seem to find what the equation is for calculating the normal of a 4 vertex pl开发者_开发知识库ane in 3D. Given 4 vertices, (x1, y1, z1), (x2, y2, z2), etc. How do I calculate the normal of th
I have an array of position vertices that make up a 2D polygon. Vector2[] _chassisConcaveVertices = { new Vector2(5.122f, 0.572f),
As an extension and partial answer to my thread I wrote a simple algorithm that given a set of points(with xy coordinates) can form a non self-intersecting polygon.
I have read that some graphics cards benefit if you align your vertex data to be 32 bytes. This usually involves addin开发者_如何学Cg padding: