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 ...