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Questions tagged [vertex]

In geometry a vertex is a point defining the corners of polygons or intersections of lines. A triangle for example is defined by 3 vertices with lines between them. In 3D-graphical APIs like OpenGL and Direct3D a vertex is a data structure containing information about the positions, normals, colors, tangents etc of the points defining the triangular faces of 3D-meshes.

2 votes
0 answers
79 views

I am trying to render a .obj model with Vulkan 1.4. The object is rotated with a quaternion over time. The "front" geometry of the model is rendered as ...
Stégosaure's user avatar
2 votes
1 answer
123 views

I'm a fairly new game developer, and I've been working on a custom mesh editing system. I've been able to implement edge bevelling (almost, stuck on a division by zero problem), Catmull-Clark ...
KING MOOSE's user avatar
0 votes
0 answers
69 views

I am trying to learn OpenGL and this is my attempt to create a hello triangle program but no matter what the vertices are not normalized I when I have the set to 1,0,0 or something the vertex is not ...
Divyansh undley's user avatar
0 votes
1 answer
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I do have a problem with loading my vertexes. When I debug my code. I find out the vertexes are loaded. But when i use render doc, I found out the vertexes are not loaded. Only the first line of my ...
mueoc mueoc's user avatar
0 votes
1 answer
162 views

I'm trying to draw a hollow rectangle (i.e. the border of a rectangle without the middle) using a unit square plus normals. The actual positions are being calculated in my vertex shader. For example, ...
junglie85's user avatar
  • 123
1 vote
0 answers
63 views

i need some help with mine vertexes. when i long story short when i implemented mine class for projection matrix. i got a shape that is not cube that i had. I have googled little bit and i find it out ...
mueoc mueoc's user avatar
0 votes
1 answer
124 views

I’m working on a project to display molecules with DirectX that I’m updating regularly to add visual effects. The one I’m working on is simple: display a flat transparent hexagon that match a ...
philB's user avatar
  • 333
0 votes
1 answer
686 views

I'm trying to change the color/material of the faces on my object at runtime. My object has a default SpatialMappingWireframe to begin with: And I'm trying to assign new colors on start like so: <...
TomSelleck's user avatar
0 votes
1 answer
304 views

I've an Icosphere GameObject: I want to iterate over each of the faces and change the material based on their distance from the center, however I don't seem to be able to retrieve the list of ...
TomSelleck's user avatar
2 votes
1 answer
3k views

I noticed that Assimp supports meshes with multiple vertex color sets, but what is the use of multiple vertex color sets? I mean are multiple vertex color sets are really used in any games, and if yes,...
convert's user avatar
0 votes
2 answers
372 views

I'm trying to use a linear gradient to displace a plane mesh via vertex displacement in the visual shader editor. However, the linear gradient always seems to drop back to the start color just before ...
martyglaubitz's user avatar
1 vote
1 answer
425 views

I'm trying to perform a basic vertex displacement by means of a horizontal gradient: I'm using an on-the-fly created plane mesh. Most of this process is clear to me. I'm not understanding where the ...
martyglaubitz's user avatar
0 votes
1 answer
233 views

I'm having a hard time trying to resolve the reflexion angles when the ball collides with one of the brick's corners (square vertices) in my brick breaker game. The collision detection system is ...
Andre's user avatar
  • 13
1 vote
2 answers
333 views

I am attempting to create a cube but I have been stuck on this for a very long time to no avail. My results look like this: All of my indices are messed up! Some are connected to the wrong vertices ...
coulomb's user avatar
  • 150
1 vote
1 answer
1k views

I'm trying to write a shader for terrain that will color the mesh based on slope angle, ie color the sides of mountains or other steep surfaces a different color than the ground. In my shader I am ...
doctordingus's user avatar

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