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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.

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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
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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
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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
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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
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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
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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
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1 answer
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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
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1 answer
306 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
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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
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2 answers
376 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
428 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
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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
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1 vote
2 answers
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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
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1 answer
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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
1 vote
1 answer
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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 ...
Dmitry Logov's user avatar
6 votes
1 answer
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Every vertex of a 3D mesh has position and some optional values like texture coordinates, vertex color, and normal, but also tangent and bitangent vectors. While the purposes of texture coords, vertex ...
convert's user avatar
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1 answer
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So I have this plane generated with two different Perlin noises. It has mainly 3 regions, divided by color. I want to smooth out the lines, to create a "gradient" so there are no abrupt ...
alon's user avatar
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1 vote
1 answer
650 views

I'm trying to make a half-edge data structure to interact with meshes in 2D space in Unity but I'm having trouble with implementing an edge collapse operation that merges one vertex into its twin half-...
niko nemanja's user avatar
1 vote
1 answer
236 views

I have a half-edge data structure in 2D which loops through edges in a triangle in a clockwise order. I'm trying to get a range of vertices within a target vertex. Let's say I want all vertices within ...
niko nemanja's user avatar
5 votes
1 answer
538 views

I understand this is probably not an easy task considering I haven't found any code examples online that do something like this but if I wanted to take in mouse input lets say during a drag and use ...
mrdestructoid's user avatar
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0 answers
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I've been using this edge code (https://answers.unity.com/questions/1019436/get-outeredge-vertices-c.html) for detecting outer edges. ...
asteroidtraveller's user avatar
1 vote
0 answers
380 views

I'm using the EzySlice framework to cut meshes (https://github.com/DavidArayan/ezy-slice). So far it can cut a mesh but infinitely but I want to be able to cut partially like this: As you see in the ...
notes pad's user avatar
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1 answer
1k views

In 2D I'm trying to insert a new vertex in my mesh and creating new triangles using that new vertex sort of like the red vertices in the picture shown: However, I'm having trouble with figuring out ...
asteroidtraveller's user avatar
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I use Blender to show examples. I want to do this in Unity on runtime. The outside corner vertex will be moved passed edge and the triangles appearance will be messed up like it shows on the second ...
brun ost's user avatar
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1 answer
104 views

I'm trying to deform my mesh but the vertices cause these straight edges to occur where the inner mesh passes the outer mesh and create an awkward shape. Why does the orange outline of the mesh not ...
jus coakley's user avatar
1 vote
2 answers
128 views

I'm trying to displace the vertices highlighted in red but the way I'm selecting the vertices for displacement is by a distance radius based on the position I click with my mouse and I end up ...
jus coakley's user avatar
0 votes
0 answers
80 views

This is in 2D space. I want to create a mouse dragging mechanic like the one shown in the picture where I find a range of vertices relative to the position I first clicked where the red vertices have ...
jus coakley's user avatar
0 votes
1 answer
378 views

I'm trying to push the purple vertices inward by moving it with a vector perpendicular to the red vector shown in the picture. Each directional vector created will move its respective vertex towards ...
KD867746's user avatar
0 votes
1 answer
455 views

Trying to implement animation on my engine. I'm at the first stage, rendering default pose of skinned meshes. Working as expected but very slow. With the below calculation, the shader takes 6ms to run....
Enes Altınkaya's user avatar
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0 answers
526 views

Hello, I want to twist the plane. The plane looks like this when I try to do it the way I linked below. How can I my plane roll like photos? How can I roll up a plane with a vertex shader? you can see ...
Onur YÜZAK's user avatar
1 vote
1 answer
550 views

In the documentation of MeshUtility.SetPerTriangleUV2 it is said the following: Will insert per-triangle uv2 in mesh and handle vertex splitting etc. What do they mean by 'vertex splitting' ?
aybe's user avatar
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1 vote
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I'm currently developing a UV mapping, such as the UVW Map Modifier in 3ds Max (Not Unwrap UVW Modifier). I split the vertices of the model in the form of a primitive shape (Box, Plane, etc.) and set ...
wddfrwd's user avatar
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7 votes
1 answer
13k views

I want to generate a procedural world using perlin noise. As expected, my terrain is generating with a repetitive patern. I'd like to add biomes, zones separated with higher or lower amplitude to ...
Samuel Fyckes's user avatar
0 votes
1 answer
112 views

I am trying to do a simple script to generate a plane from a script by creating a new mesh. After trying it, it seems like some of the triangles aren't showing up. I checked if they were in the list ...
Samuel Fyckes's user avatar
0 votes
1 answer
458 views

Rookie here, still learning the basics of Unity. I've been using a quad as a cursor sitting flat on top of a hilly terrain mesh. I've been getting the terrain angle by raycasting down at all four ...
Muckington's user avatar
1 vote
1 answer
325 views

There is an fantastic answer by DMGregory here where he explains how to calculate and generate the vertices of an UV Sphere: OpenGL calculate UV sphere vertices Based on his code, how can we change ...
phcs93's user avatar
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0 answers
270 views

Sorry if this is the wrong place to ask this, please do tell me where a question like this is better asked. Im importing a model from another game into the video game minecraft, which uses a ...
Lucas Smith's user avatar
0 votes
1 answer
269 views

I'm a beginner with Unity, but I know how to code. I'm open to tutorials, of course. Ideally, I would like to code spacial vertices and connect them into a simple polygon. The polygon would then be ...
Tom Titanium Lento's user avatar
0 votes
1 answer
75 views

I am trying to figure out why, at sharp cutoffs in geometry, some vertices seems to be culled for some reason. I have a heightmap for demonstrating it like this And this is the result I get See the ...
KaiserJohaan's user avatar
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1 vote
1 answer
2k views

I'm trying to achieve a simple effect: I have a cube mesh and I want some of the vertices to change color. In this case, I want it to form some sort of a gradient where the unchanged vertices are set ...
Daniel Marques's user avatar
1 vote
1 answer
3k views

The concept of Index buffers is that certain vertices are shared across faces, hence can be reused to save space of duplicated verticies. A vertex is usually more than 12 bytes (depending on the ...
Constantin's user avatar
0 votes
1 answer
149 views

I'm beginning with the 3D rendering in Monogame and i'm facing not a real issue because i already find a way to bypass it but more of a question. I'm rendering a simple cube with 8 vertices like that:...
Kamigaku's user avatar
  • 177
2 votes
1 answer
3k views

I'm sorry if this is an obvious thing to solve but I just can't figure it out...did I miss something...I've generated a mesh and during vertices generation I've also set its colors (and colors32 just ...
GI1's user avatar
  • 33
1 vote
1 answer
367 views

Preview for the problem: I'm making a similar game to Minecraft (a game that it's world is made by cubes), but the fps of the game is getting low only by rendering a little amount of cubes in the ...
Omer Eliyahu's user avatar
0 votes
0 answers
134 views

Assuming that you know how many bones should be in the skeleton, and you have the bone hierarchy, is it possible to calculate the bind pose of the bones just based on the vertex weights? To elaborate ...
cofenen's user avatar
3 votes
1 answer
189 views

I have a shape containing vertices and triangles I want to inflate that geometry using some radius to get something like that I should move each point along ...
IC_'s user avatar
  • 163
1 vote
1 answer
1k views

Blender saves the files with the structure of All the vertices All the normals All the UV The game to which I want to import the model, only accepts the following order in structure 1 vertex 1 normal ...
Evil prohack3.0's user avatar
5 votes
4 answers
8k views

I have the points of a 2D polygon in the order in which they are connected, and I need to calculate the vertex normals and move them along it. An example is shown. I would like to know how to ...
lesolorzanov's user avatar
3 votes
2 answers
4k views

I have a full 3D collision mesh that is represented by a list of vertices and another list of indices. I need to convert the list of vertices and the list of indices into a set of triangles. First I ...
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