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.
195 questions
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How would I implement the edge loop function from Blender (and how does it work)?
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 ...
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OpenGL vertex normalization issue on MAC OS;
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 ...
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Load vertexes from an obj file
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 ...
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How can I calculate vertex positions for a rectangle outline using a unit square, vertex normals, model matrix and outline thickness?
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, ...
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I can't create a cube with mine vertaxes
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 ...
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Vertex sorting to match triangle list definition of an hexagon
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 ...
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Change Mesh face colors / materials at runtime
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:
<...
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GameObject mesh.vertices array is empty
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 ...
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What is the use of multiple vertex color sets
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,...
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Godot: how to get rid of color border in linear gradient texture 2d
Im 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 at just before ...
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Vertex displacement shader graph shows unexpected creases at the beginning and end of a gradient texture
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 ...
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Problems with reflection angles during collision resolution between circle and rectangle vertices (2D)
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 ...
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D3D11 Indices are Messed Up and Doesn't Follow my Primitive Topology
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 ...
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Vertex color values are not smoothly transitioning/interpolating in Godot shader
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 ...
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Get local position of a skinned vertex
I have a formula for skinning, where a vertex is attached to 2 joints with some proportions:
B = M1*A*K1 + M2*A*K1
Where:
K1 and K2 are the proportion ...