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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
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0 answers
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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'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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1 answer
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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'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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2 answers
366 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
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1 answer
232 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
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1 vote
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
6 votes
1 answer
7k views

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
1 vote
1 answer
644 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
5 votes
1 answer
533 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
1 vote
0 answers
370 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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151 views

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
1 vote
2 answers
127 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
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
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0 answers
525 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
140 views

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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1 answer
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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
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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1 answer
265 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
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
0 votes
1 answer
146 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
1 vote
1 answer
366 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
3 votes
1 answer
188 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
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