Geometric representations of objects in 3 dimensions. 3D-meshes are made up of a collection of triangles or other polygons, forming volumes and surfaces. They are commonly used for visual representations on computer screens.

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22 views

Calculating vertex normals to be able to have both sharp edges and smooth gradients

I'm computing area-weighted vertex normals, but lighting looks bad on meshes containing sharp edges and corners (e.g. cubes look 'blobby' as the light leaks onto the dark sides). Is there a way of ...
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2answers
66 views

Prevent player from jumping on a mesh

I am working on a game and I have a mesh that I use to block hallways and prevent the player from going that direction. They are placed vertically with slight angles. I'm having a problem that the ...
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1answer
28 views

Mesh/Path reduction to simulate traveled path to target

I generate that kind of mesh during runtime to display the path to follow to a target (think at something like the path your GPS shows you when you are travelling): I need to reduce the displayed ...
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1answer
21 views

Invisible mesh. Are my normals, normal?

I'm creating this mesh during runtime in Unity3D. The mesh shape is ok, but as you can see on this screenshot, the mesh is not correctly rendered: it's only rendered when the camera is looking back ...
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1answer
53 views

Smooth mesh from voxel grid

Im trying to implement smooth voxel grid meshing using marching cubes algorithm but I dont quite understand how to do the interpolating (I understand that this would solve the problem) to achieve the ...
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1answer
32 views

OpenGL EBO vs Mesh representation

As an exercise set to myself, I wanted to make a Mesh loader using modern OpenGL. However, I have to ways of representing the notion of face of a mesh. Currently, I am using what seems the most ...
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0answers
28 views

Exact collision detection for high-detail deformable triangular meshes

What robust methods or approaches exist for exact collision detection involving high-detail, deformable geometry? The kind of mesh I am describing is a surface that is specified as a triangulated ...
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0answers
21 views

Detecting collision between 2 convex meshes in 3D

For the past couple of weeks I've been trying to implement physics in my engine, and I am currently stuck on the collision detection phase. In short, I can perform a triangle-triangle intersection ...
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1answer
26 views

Multiple UV coordinates in Unreal Engine Procedural Mesh Component?

How can I have multiple UV coordinates per vertex in a Procedural Mesh Component? My goal is to create a UV editor. I know it is possible to generate multiple vertices per corner, as in ...
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0answers
37 views

Create custom UE4 editor viewport and display meshes?

I want to create a custom viewport (to edit UVs). I looked at SStaticMeshEditorViewport and FStaticMeshEditorViewportClient. I made a Viewport which inherits from SEditorViewport, and a ViewportClient ...
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1answer
22 views

When to use multiple parts for a mesh, and when to build detail in?

I am always running into the decision whether or not to make a mesh one connected mesh or to add small details as just separate parts to the model. Is there a best practices for this? Does it matter ...
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1answer
165 views

How can I delete parts of a mesh in Unity?

I am trying to make a destructible game environment; I want to delete the vertices (and triangles assorted to them) within some sphere of a given radius with its center at the contact point (in ...
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1answer
65 views

What technique should I use to implement the following type of “diggable” terrain?

I'm trying to replicate a certain game mechanic from the game Diggles. This game takes place in a vertical cross-section of the earth and allows the player to dig tunnels and caves into the ...
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1answer
57 views

Mesh slicing/knifing with multiple planes

I have a ginormous mesh which I want to cut with multiple planes. For simplicity I want to know how to cut a mesh with single plane and repeat the logic. Consider a X-Y plane of coords (1,1,0,0) = ...
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1answer
78 views

Simplyfing/dissolving octree to simple boxes by adjacent octants with similar traits

I am looking forward to create a navigation volume to be utilized by AI actors. The approach I am trying to tackle here is to first generate an octree and associate with respectable flags/data (type, ...
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0answers
37 views

How to split or divide a polygon face in 3DS Max

I have previously used the Cut and Slice tools in 3DS Max. Recently I wanted to divide a selection of polygon faces into a specific number of faces. For example split each face into 2 equal halves, or ...
7
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2answers
259 views

Procedural rock algorithm

I'm looking to create some procedural low poly rocks and boulders for a game. I haven't found much interesting information on the internet other than 3D software articles. Not sure what way to go.
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1answer
54 views

Effect of vertex winding on normals and shading

I have implemented a Phong and Gourand shader for a triangle mesh that is being imported from an STL file. It appears to be working fairly allright but some triangles seem to be what I can only ...
5
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1answer
354 views

Calculated normals for mesh not working

I am trying to implement a 3D mesh viewer with C++ and OpenGL ES 2. I am currently struggling with the calculation of the normals for the vertices, or at least I think that is where the problem ...
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1answer
157 views

How to set material to gameobject dynamically using c# script in unity?

I want to set material to a gameobject in unity using c# script. I am using this code to set the material of mesh renderer attached to the gameobject - MeshRenderer mesh = ...
6
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1answer
184 views

Why do Physics Engines use collision margins?

When using a physics engine in a game (such as Bullet), you usually need to define a collision margin for each object. I'm a beginner to game development, and I don't understand the purpose of a ...
4
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1answer
560 views

How to make (or where to get) a half-sphere mesh that textures properly?

I'm making a game in Unity that involves lots of spheres. Said spheres will have lighting applied to them, but will also be viewed from only one camera angle. Right now, the full spheres look ...
0
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1answer
35 views

OpenGL Face Order

i have written a simple OBJ-file loader to render meshes using OpenGL. But there is a problem displaying the loaded mesh. It seems that faces that from the background (far) are displayed above the ...
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1answer
55 views

Polygon edges visible when using per-fragment lighting (OpenGL)

I have created a mesh in Blender (just a sphere with a texture over it; it's supposed to look like mars) and I've exported it as OBJ. I've tried it both with exporting with normals in Blender's export ...
3
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1answer
40 views

How to Detect Mesh Segmentation?

I have a mesh like this (it's all a single mesh): How I can figure out that the one floating piece is completely disconnected from the rest of the mesh?
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0answers
32 views

Triangle mesh - curvature

I have a triangle mesh with normals. What algorithm is considered to be "standard" with best possible quality for triangle mesh curvature computation (mean and gauss). Something like for normal ...
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1answer
75 views

Unity: Model Construction on the fly

So, forgive me if some of the terminology is wrong, I am just getting started with Unity again and I can't remember the proper names. I'm also on my phone, so I didn't have unity in front of me when I ...
3
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1answer
237 views

Removing seams between procedurally-generated spherical terrain tiles

I'm working on procedural planet generation project in Unity. To create a sphere, I use the following technique: Create six planes arranged as faces of a cube Normalize all vertices' positions to ...
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1answer
72 views

Avoiding GC when rebuilding Mesh.uv and Mesh.vertices

Since unity will not allow users to iterate over mesh.uv and mesh.vertices, I am stuck having to use GC intensive calls when applying an array of uvs and vertices to a mesh. I run into high GC ...
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1answer
117 views

How to do Marching Cubes Meshing in unity 3D

I'm getting very peculiar results from my marching cubes based surface generator within unity and figured this must be a pretty common problem that has been solved already, so I thought I would ...
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0answers
56 views

Tweening back from arbitrary 3D rotation in javascript

I'm using a 3D javascript library to rotate the vertex of a 3D object with a classic 3x3 matrix, to an arbitrary angle in the 3D space, as depicted in the image below. For example, a first ...
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1answer
46 views

DirectxMesh obj to cmo texture coordinates off

I'm having trouble getting the texture coordinates of the cmo to match how the mesh was unwrapped in blender. I am using the directxmesh to convert the obj to a cmo and the directxtk to load the cmo. ...
2
votes
1answer
158 views

Texture tearing with UV texture atlas mapping

The following code maps the texture from a texture atlas to a UV. The problem is I'm having texture tearing issues. Does anyone know how to overcome this problem and have any suggestions? Here is the ...
3
votes
1answer
54 views

Matching collider to character mesh size in different postures

What's the optimal method in Unity to match the size of a Capsule Collider to the actual size of the game object it is part of? To understand what I'm trying to do let me give an example: I have a ...
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2answers
48 views

What are the common methods for achieving dynamic asset destruction? [closed]

I am trying to determine the most appropriate destruction solution for an online desktop game. There are two main factors here that I am considering; 1) the performance of the approach taken and how ...
0
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1answer
170 views

deformable terrain

I'm currently working on a 3d sandbox mmo and would like to know what would be the best way to store the terrain of the world. I was thinking about making some kind of mesh, like the kind you would ...
0
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1answer
71 views

How to determine vertex index using Shader Model 3 or lower?

I need something like SV_VertexId (added in Shader Model 4) in HLSL shader to determine which vertex is currently handled. Unfortunatelly, I can compile only vs_3_0 or lower. The objective is to ...
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1answer
169 views

DirectXTK Model : How to draw with custom vertex & pixel shader?

Here is the code I use to render a .cmo (from .fbx) mesh : void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::LimeGreen, 1.0f, 0); ...
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1answer
32 views

What happenes if you leave out buffers for the inputassembler that the vertex shader expects?

I'm working through my first attempt at a "graphics engine" (I use the term loosely as I'm not aiming for much more than something that will display a few meshes). I want to leave my classes as ...
5
votes
1answer
108 views

Horizontal lines between vertices do not render

Good day, I am using LibGDX to try to render a mesh for a hexagon board. I can render the triangles, which is great, but I am having an issue rendering all of the line segments for the mesh and I ...
0
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1answer
74 views

Generate Mesh of Shadow Volume

Given a mesh, I want to generate another mesh that is effectively a shadow volume of this mesh. I am looking for an algorithm/solution/implementation/reference that can do this under the following ...
0
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2answers
142 views

Stitching terrain tiles made in Blender at runtime

Background I'm making several individual terrain tiles inside of blender for use within a Unity 3D 5 game. Each tile is square and is made to represent a segment of a world. In game the tiles are ...
2
votes
1answer
662 views

How to remove a component of an object in a script?

I want to remove a Sphere Mesh Renderer component from a certain gameobject. I want to do this in a script. How do I do it? I do not want to destroy the sphere itself, just the component
2
votes
1answer
198 views

Calculate the slope of a 3D triangle?

I have lots of triangles in 3D space. How do I determine the slope/angle of these triangles with respect to a fixed ground plane? I need pseudo code examples at the very least. Thanks! [edit] Based ...
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2answers
249 views

Array of 3d points, construct point cloud or surface (OpenGL)

I have an array of 3 dimensional point objects, I can manipulate the input into this array into any configuration I want, for example, it could be a vector of floating point numbers, a vector of ints, ...
5
votes
3answers
450 views

3D Object not drawing in Monogame

I'm quite new to working with 3D objects. I'm currently trying to get one to load in Monogame. The object itself was imported into Blender and exported as an fbx file (which was the only file type I ...
0
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1answer
128 views

Should a mesh consist of triangles or quads?

Currently I am a bit puzzled. I am writing my master thesis about procedural mesh and texture generation and for that I am writing a Blender Add-On to generate low poly planets with physical ...
0
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0answers
80 views

Why are my smooth curved meshes bumpy?

Reference .gif of what I'm experiencing I've been trying to create smooth surfaces for my game in Blender, mostly curved ramps. However, for some reason I can't get the ball to roll smoothly along ...
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0answers
69 views

How to convert an octree to a polygon mesh?

So if I have dynamic voxel terrain data stored in an octree representation what would be the best way to go about converting the octree to a polygon mesh which I can render with OpenGL? A lot ...
0
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2answers
45 views

How to handle mesh update in its vertex buffer

suppose i have a mesh, it can undergo any kind of changes - bend, stretch, even been torn. How should i update vertex buffer in DirectX for this mesh. For now i recreate it every time, and i don't see ...