Polygons with three corners or vertices and three sides or edges which are line segments.
0
votes
0answers
62 views
Irrlicht collision with a invisible mesh [closed]
I'm writing a Final Fantasy-like game engine, with 2D backgrounds and 3D models with Irrlicht.
To calculate collisions with the objects in the background I use a invisible mesh like this:
I have ...
0
votes
1answer
51 views
XNA 4 VertexPositionTexture triangleStrip sporadically disappearing [closed]
I am drawing a traingleStrip using VertexPositionTexture and BasicEffect that extends from the first person perspective of the screen out a certain distance on the Z axis. In a loop I pass start and ...
0
votes
1answer
132 views
How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?
I am working at a game that has lots of procedural content. I had built a game engine using OpenGL that handles everything needed for creating a basic 2D game, sprites, primitives, blending, polygons ...
4
votes
2answers
196 views
Unity's “Stats” window displays bizzare number of triangles and vertices
In my Unity scene I have:
7-8 Barrels (with lids) each at about 2-400 triangles.
4 planes, each at at the very most 200 triangles
camera, 3 lights, a FPS controller
When I turn on the "Status" ...
4
votes
2answers
143 views
Optimizing models & improving performance
I've created a map editor for a game I've been developing. The maps (planets) are made using a form of meta ball editing. Basically, in the end the Marching Cubes algorithm is used to get my final ...
5
votes
1answer
204 views
How to draw a trapezoid in OpenGL?
The question seems easy, but you simply change vertex positions to match the corners of a trapezoid but it simply fails. I've tried scaling top and bottom edges like this :
but when I apply my ...
2
votes
2answers
540 views
Mesh with quads to triangle mesh
I want to use Blender for making models yet realize some of the polygons are not triangles but contain quads or more (example: cylinder top and bottom). I could export the the mesh as a basic mesh ...
1
vote
2answers
113 views
Point[] and Tri not “could not be found”
Hi I'm trying to learn how to load a .obj file using OpenTK in windows Forms. I have seen a lot of examples out there, but I do see almost everyone uses List, and Point[]. Code example show these ...
1
vote
2answers
125 views
Texturize a shape of multiple triangles in 2D
This is an example of a shape consisting of multiple points, triangles and eventually a shape:
Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y)
If I have a Texture of a certain size, how do I ...
0
votes
1answer
167 views
Fast software color interpolating triangle rasterization technique
I'm implementing a software renderer with this rasterization method, however, I was wondering if there is a possibility to improve it, or if there exists an alternative technique that is much faster. ...
2
votes
1answer
150 views
Software rendering 3d triangles in the proper order
I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. ...
2
votes
2answers
165 views
Drawing multiple triangles at once isn't working
I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class):
...
2
votes
3answers
192 views
Polygonal Triangulation - algorithm with O(n log n) complexity
I wish to triangulate a polygon I only have the outline of (p0, p1, p2 ... pn) like described in this question: polygon triangulation algorithm and this webpage: ...
10
votes
3answers
677 views
Why are triangle fans not supported in Direct3D 10 or later?
http://msdn.microsoft.com/en-us/library/windows/desktop/bb206271(v=vs.85).aspx
Why? Are there inherent drawbacks to working with triangle fans?
6
votes
2answers
246 views
Must I worry about quad-based rendering in real world scenarios?
Most of the time in the first chapters of a random book about rasterization and rendering techniques, I find some phrases about a triangle-based rendering system and a quad-based one.
I have never ...