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Questions tagged [mesh]

A collection of vertices, edges and faces that defines the shape of objects

1 vote
0 answers
69 views

I have a shader for outlining an object, how do I apply the material with this shader to all submeshes, not just the last one?
d1spatcher's user avatar
0 votes
2 answers
207 views

Mostly a C++ newbie, trying to do a 3D game in Raylib. I have a set of fairly irregular meshes that I'd like to see if a box collider has penetrated. For this project, a fairly high level of accuracy ...
Reverend Speed's user avatar
0 votes
1 answer
134 views

I want to generate a simplified mesh from cubes placed in a GridMap in Godot. I came up with the following code, however, the resulting ArrayMesh appears so be invalid, as ...
Christian's user avatar
  • 111
0 votes
0 answers
127 views

I have a character and I would like to add a simple blink animation to it. But the trouble is that the character doesn't have any bones controlling it's eyelids, and there are no existing blenshapes ...
FrontEnd's user avatar
  • 1,789
1 vote
1 answer
143 views

I'm trying to create an icosahedron (I've been trying to figure this out for about a week). Basically, I followed this article to create an Icosahedron mesh in code, and the positions of the vertices ...
Jax's user avatar
  • 474
0 votes
0 answers
50 views

I just need to draw a flat mesh (say a 2d graph) on top of everything. What could be easier? create an object, adding it a mesh precalculated in homogenous (-1,+1) coordinates to match ...
Apatity's user avatar
0 votes
0 answers
99 views

I have a very basic mesh imported for this example. I just resized the default blender cube to a more plane-like structure and exported it into glb and then imported it in Godot. In Godot, I created a ...
Wouter Vandenputte's user avatar
0 votes
1 answer
117 views

I'm making a building game and the terrain and modelling system are based on cubes made out of 8 corners each. Players can manipulate the corners to make other shapes. When you take a quad (ABCD), ...
Paulo Vinícius Bettio's user avatar
0 votes
1 answer
75 views

Whether I import a smooth shaded mesh from Blender or I generate a mesh in Unity manually using Unity's built in normal calculation function, I get a square grid pattern showing for the shading of my ...
user1798770's user avatar
0 votes
0 answers
51 views

I'm currently making an LOD system for terrain. I have a high-res mesh: And a low-res mesh: As you can see, the high-res mesh is significantly brighter than the low-res mesh. They are definitely ...
Jimmy Diddler's user avatar
1 vote
1 answer
966 views

Problem I'm receiving the following message while importing the character from mixamo.com. It does not happen for all characters but in some of them. The following bones are missing from the bind ...
MGY's user avatar
  • 160
0 votes
1 answer
388 views

Some meshes are flickering in WebGL while they work smoothly in the standalone application. This happens with different projects. To resolve the issue, I have to adjust the camera's near clip; ...
Muhammad Faizan Khan's user avatar
1 vote
0 answers
62 views

I want to get all the vertices of an 3D object. I'm using this: ...
obada's user avatar
  • 11
0 votes
0 answers
210 views

I'm developing a LOD selection system and I would like to select a LOD level based on screen-space error. Could someone explain how I can accurately compute the screen-space error?
Giuseppe's user avatar
0 votes
0 answers
40 views

For a procedural unity mesh operation: What is a performant way to select polygon (and create submesh) by color of texture? Raycast hit a point on the mesh, then paint bucket search for the same ...
ina's user avatar
  • 294

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