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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1answer
64 views

Work flow for modelling a city(open world)

This seems like a massive task, do each individual building/object have to be modeled individually. If so are the model imported into the world editor and places accordingly. Or are other techniques ...
0
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1answer
10 views

3ds Max Biped Scale Restriction

I have a 3d Model under 3ds Max, i'm trying to integrate a biped skeleton but when i start to adjust the pelvis or any other bone i can't scale it, i don't know why, and this is driving me crazy. If ...
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0answers
21 views

LibGDX mesh silhouettes

How could I find out the silhouette edges of a mesh in libgdx? More specifically, how could I produce shadow volume geometry using the Mesh class of libgdx?
4
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2answers
149 views

How can I find the “end” vertices on an open-ended mesh?

I was looking at a video of a system that extrudes meshes along a curve, connecting them end to end but adjusting the vertices for a smooth connection. It does this with a mesh that as far as I know ...
1
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0answers
59 views

Unity: how highlight effect should be applied to terrain mesh

I have my game generate random voxel terrain, and then generate mesh on only visible parts of that terrain. I want it to be able to select some part of terrain with mouse, but I'm not shure how ...
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0answers
51 views

OpenGL Drawing textured model (OBJ) black texture

I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an ...
0
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1answer
52 views

Applying textures to 3D models

I want to apply textures to a 3D Model in XNA 4. Whatever I saw on the internet was to apply the textures in the modeling tool and then load the model (*.fbx) into XNA. Is it possible to load the ...
2
votes
1answer
122 views

How can I create or extrude a mesh along a spline?

Let's say, for example, that I have a working spline. I want to use this spline to create a mesh, but I'm not quite sure how to go about it. For example, I want to create a road along this spline. I ...
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1answer
69 views

Convert triangles to quads of a Mesh

Supposing I have applied delaunay triangulation on a convex mesh, and I have all information (edges, vertices etc.) I would like to transform the triangles to quads I was reading that inverse ...
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1answer
72 views

Mapping a 3D texture to a standard hollow-hull 3D model

I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates ...
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1answer
50 views

Why isn't the bitangent calculated?

In teh tangent space vertex attributes why is the bitangent (aka binormal) provided as an attribute instead of calculated? If the three vectors of the tangent space must be perpendicular then the ...
0
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0answers
73 views

Having Trouble importing Maya file into UE4

I'm new to Unreal so please bear with me. I'm importing a maya file into UE4. It imports OK, but the problem is that the child meshes are not showing. How can I access each single mesh in the file ...
2
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2answers
236 views

3D position to UV coordinates in fragment shader

I am interested in converting an arbitrary 3D position computed at run time in the fragment shader to its corresponding UV coordinates. Notice that the 3D position I am interested in is NOT a 3D ...
0
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1answer
242 views

Mesh Manipulation - changing vertex data dynamically

I have am trying to achieve Mesh Manipulation of any mesh based on User Input mostly sliders, example of what I am trying to do is http://www.youtube.com/watch?v=-oMxVGmeO-s . I am not sure whether to ...
0
votes
0answers
32 views

How to combine vertex, normal, UVW arrays optimally?

In Unity, meshes have multiple arrays for various vertex components (Normal, Position, UV coord, etc), and triangles consist of three indices that define the (same) offset into each array to build the ...
0
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2answers
93 views

How to draw non-triangulated mesh?

I am working with DirectX (C#/C++). I am wondering is it possible to do not triangulate meshes and what the difference between cases (in loading and rendering code)? If so, how to do this? I know ...
2
votes
2answers
124 views

Materials and Mesh association

I'm trying to implement a Material system in a small engine for training and I've got questions about materials. Currently I've got that: Material: A Material with array of Technique Technique: ...
1
vote
1answer
87 views

Can you export lighting models directly from 3D application to a real time renderer?

is it possible for example to insert lighting in a 3D Model software like 3DSMAX and export an animated model like md5,..etc. and export the lighting too ?
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2answers
120 views

How do I connect my objects to my meshes?

I am creating a simple 3D engine and I've run into a problem. I have an array of objects [Camera, Player, Player, MonsterA, MonsterB, MonsterA] and a number of mesh files that I need to associate ...
2
votes
1answer
88 views

Optimising meshes

The game MegaGlest uses a MD3-like mesh format, which is keyframe-based vertex animation. One of the challenges moving forward is to continue to support lower-end hardware. We know some users have ...
2
votes
2answers
110 views

Angle between two planes

I have two triangles in 3d space which share 1 edge and I would like to determine if the angle between their normal vectors is "uphill" or "downhill". In other words, if you set one flat, would the ...
4
votes
1answer
443 views

Quads Vs Triangles

I'm curious to know which is better for games? Quads or Triangles? Wouldn't quads be better for rendering performances and smoothing out tessellation?
2
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0answers
46 views

Blender: Setting additional properties per face [closed]

I wish to use Blender to model level for 3D game. Level is a set of Meshes. I have to set special (additional) properties per face (triangle). These properties are like integer number or vector or ...
1
vote
1answer
226 views

How to generate AABB, OBB & Sphere from polygon soup

How can I generate AABB, OOBB and Sphere from a polygon soup, where the bounding volumes are defined as follows: AABB should be specified by min(x,y,z) max(x,y,z) OOBB should be specified by ...
0
votes
1answer
264 views

Problems with 3D Array for Voxel Data

I'm trying to implement a voxel engine in C++ using OpenGL, and I've been working on the rendering of the world. In order to render, I have a 3D array of uint16's that hold that id of the block at the ...
3
votes
1answer
63 views

Armature rest matrix - why does this exist?

I'm not sure I have a clear idea on what purpose the rest matrix/bindpose is supposed to serve in skeleton animation. If it is supposed to transform a bone into the rest pose and the mesh itself is ...
0
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2answers
448 views

Unity Mesh and Collider not aligned on rotation

I have a GameObject with a mesh and a collider. When I rotate the object the mesh and the colider do not act the same way and when the GameObject is rotate 65 degrees on the z axis the mesh and the ...
2
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0answers
198 views

What's the proper way to set up texture atlas in Unity 3D?

I am using Unity3d (free) to make a game with user-defined content (i.e., load in a map, it'll build the level for you). Everything is working as expected, except for the rendering. Note the ...
2
votes
1answer
135 views

Light is not spreading evenly

I am using SunBurn for lights and rendering, when i create sceneobject in code, effect is like this see in this light is in the middle so sceneobject in middle is well lit and as we go to corner ...
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5answers
311 views

Drawing transparent and opaque 3D objects. How do I preventing z-fighting?

I am using a transparent weighted average algorithm to draw my transparent objects. The transparent object is drawn with the following notable render states (the rest are default XNA values): ...
4
votes
2answers
408 views

Building triangle adjacency data

Given a list of triangle indices, how exactly does one go about converting that to a list of indices with adjacency for a geometry shader? Note that we're strictly talking about indices here - ...
2
votes
1answer
173 views

How check if an arbitrary given mesh is a single closed mesh?

I'm building a space game where it is allowed for the player to insert his own mesh to be his spaceship. The problem I'm facing is that a ship must be a Polygon Mesh. The player will then be able to ...
3
votes
1answer
112 views

How to calculate where specular highlights converge with an anisotropic shader?

If you look at a rendering with an anisotropic shader applied you will notice that there are special spots on the 3D surface/mesh where the lights seems to converge, a point where a given vector ...
3
votes
1answer
543 views

How do I create a manual object with colors for each vertex?

How do I create a shaded manual object with colours for each vertex? Eg if ogreObj is the Ogre::ManualObject : ogreObj->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST); ...
1
vote
1answer
133 views

Android Object get Jagged at the border

I am new to OpenGL ES 1 in android. My 3D Model border getting Jagged. Please help me to look like a smooth border instead of jagged. Screenshot : http://i.stack.imgur.com/1Gq83.png private class ...
5
votes
1answer
377 views

Why are my animated objects (from Blender) always playing at the global origin in Unity?

I created and animated a sledgehammer in Blender 2.67b using an armature. The sledgehammer has one animation (created using the Action Editor) called "Idle". I parented the imported sledgehammer to an ...
12
votes
3answers
624 views

What caused “falling out of the world” and what fixed it?

A lot of early 3D games had the problem where you'd be trundling merrily along and suddenly everything was black, with an island of what looked like the hollow facade shell of the scene you'd been ...
2
votes
2answers
150 views

.md5mesh normals are not smooth

I'm currently working on a project that requires me to load .md5mesh format and draw it. Following this link I've managed to load the mesh into the engine successfully, but a problem arises when ...
1
vote
1answer
194 views

How to generate texture coordinates for a rectangle?

I've got a function which generates geometry data for a rectangle. So far I've got the vertex, indices and the normals nailed, but I have no idea how to generate the texture coordinates - so far I've ...
2
votes
1answer
374 views

XNA 4.0: Blender .fbx File Won't Display 3D Model

So I followed the basic 3D model display tutorial found here: http://msdn.microsoft.com/en-us/library/bb197293%28v=xnagamestudio.31%29.aspx And while I know this is for XNA 3.1, I can still get the ...
7
votes
2answers
2k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks ...
2
votes
1answer
532 views

Lightmapping & runtime combine children

Is it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk/.ipa size increases too much. ...
3
votes
1answer
412 views

How can I divide a 3D mesh into small pieces?

I'm considering a manufacturing game. A player should assemble parts of an object in given time. The object will be a 3D mesh model. I want to automatically split the 3D mesh into many small pieces to ...
3
votes
1answer
165 views

Why do some .obj files have no newlines?

I'm working on a game engine and just started with mesh loading. I started with the format .obj. I ran into this problem: The guide I'm following gave me a couple of .obj files to try and they all ...
5
votes
1answer
506 views

How can I render an .stl file in XNA or Monogame?

How should I go about rendering a .stl file as a 3d model in XNA? The .stl file contains a bunch of triangles that add up to a solid mesh. I have already figured out how to read the contained data. ...
0
votes
1answer
86 views

How to know if a model is composed of a group of models?

I've downloaded a model, and try to ungroup the model and learn how this model was made. However, the big model in the image below can not be ungrouped anymore. I feel that this model is composed of ...
1
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0answers
81 views

3D Model Loading in DirectX 11 [duplicate]

At the moment I am trying to implement fbx model loading in my DirectX 11 code. This is old code I had create for use with DirectX 9 and I'm simply trying to bring it back up to date. Since I first ...
-2
votes
1answer
201 views

Programmatically creating a 3d mesh in XNA

Surprise! Another question related to Minecraft. Anyways: Rather than drawing thousands of blocks each frame, I remember reading somewhere that Minecraft breaks the map into 16x16x256 chunks, and ...
1
vote
2answers
399 views

How to correctly create bullet rigid from custom .mesh in Ogre?

Being new to 3d programming and bullet physics in particular, I am wondering how a 3d model or the mesh generated out of it effects the accuracy of bullet physics simulation. I have written a ...
-1
votes
1answer
107 views

Looking for pre-broken models/meshes for use in a unity project [closed]

Hi guys for my final year project I'm working on comparing the difference between a few destruction techniques for a game environment, based on looks and computational efficiency. I intend on ...