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 ...
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 - ...
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 ...
I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. ...
After doing some research, I found out about the marching cubes algorithm and "metaballs". How exactly do they differ?
I'm implementing non-projective decals. As described in many places (ie: lengyel in the gpg2) I first need to detect all triangles that lie within some sort of frustum. Besides obvious brute-force ...