The tag has no wiki summary.

learn more… | top users | synonyms

0
votes
1answer
30 views

Whats causing this weird texture stretching on my mesh?

Making this mesh via code and the texture seems to only tile on the sides, but not on the top. Any idea whats going on? public class CoreMeshCreator : MonoBehaviour { //Initialization public void ...
0
votes
0answers
17 views

Errors Generating A Plane Mesh Using A Script In Unity

In unity I have a script which is attached to a game object with a mesh filter. The purpose of the script is to generate a flat plane of 100x100 vertices. The code for the script compiles in ...
2
votes
1answer
61 views

Big 2D world Unity3d

I am planning to make a 2d tile based platformer with big world like in terraria. I have some questions to ask on how to manage this big world in Unity3D. The Scenario World Size = 1000 x 1000 = 1 ...
0
votes
1answer
27 views

Make a triangular mesh from of a map defined by points that follow the coast lines

I have a set of points which follow the coast lines of a world map. I would like to somehow triangulate so that I can render the continents filled in. The points seam to be in order so that if you ...
1
vote
1answer
37 views

Marching Cubes Vertex Normals

I understand how to generate geometry using marching cubes at an isosurface, but I haven't been able to find a clear explanation on how to calculate the vertex normals for a mesh produced using ...
0
votes
0answers
34 views

Binary Space Partitioning of 3d Triangle Mesh (for finding nearest points)

I'm writing a Binary Space Partitioning (BSP) tree for the purpose of optimizing finding the nearest point on the surface of a 3d triangle mesh with respect to another point. I'm currently following a ...
0
votes
1answer
65 views

Only 1 side is rendered

I'm trying to get my .blend object into Unity but for some reason I see it differently in Unity than in Blender. I was trying to solve the problem and someone said that I have to go to the edit mode, ...
0
votes
1answer
86 views

Is topology of procedural meshes important?

I've been working on a project which involves generating 3d game models, mostly hard surface ones, procedurally. Do I have to worry about keeping the topology clean? Will topology affect texturing, ...
0
votes
1answer
53 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like D3DXCreateBox, D3DXCreateTeapot and D3DXCreateSphere) to perform some ...
0
votes
0answers
56 views

Unity3D: One Armature/Skeleton For Many Models

I have multiple box colliders attached to a model's bones, and I want to be able to make these boxes into a prefab as multiple models will be using this same armature, and I would prefer not to ...
1
vote
1answer
232 views

Unity3D rendering only some triangles in a mesh - and triangle fans?

In my OpenGL apps, one of my tricks that I've used often for displaying heads up displays and ui elements, is to have a sorted mesh of triangles and then only render a portion of them. In one game I ...
1
vote
1answer
102 views

How can I make this shader background more efficient?

I want to use a shader as a background for a mobile game. I'm using libgdx for my project. I've never written glsl before, but here's my attempt so far: http://glslsandbox.com/e#22332.13 On desktop ...
0
votes
1answer
108 views

Mesh Generation In Code [closed]

My camera looks like this: I am trying to add 2D polygons to the screen based on the percentage that they take up of a 1920x1080 pixel canvas. Therefore, I calculate this and then use ...
0
votes
0answers
20 views

How to dynamically create movement range mesh? [duplicate]

How would I go about create a movement range /area of control indicator for a hexagonal game? I assume they generate a mesh proceduraly to match the tiles. Any good articles hat cover this topic? ...
3
votes
1answer
162 views

Fastest way to find closest triangle of mesh from specified point

I have two triangle meshes (let me call them A and B). The meshes may be really big (10.000 - 100.000 polygons). I want to find for every point in A the closest triangle from mesh B. Is there fast ...
0
votes
1answer
121 views

Unity, Cannot change a single Vector2 element of mesh.uv?

I have a simple procedurally generated mesh, with uvs that tile correctly for(int i=1; i<vertices; i++) { uv[i] = new Vector2(x,z); //pseudocode } mesh.uv = uv; This works fine. However if ...
0
votes
2answers
106 views

How to write an adjacency algorithm that compares position data?

I have a list of indexed triangles for which I need to generate adjacency data. I've already written a brute force algorithm that creates 3 edge data structures for each triangle and then compares the ...
1
vote
1answer
472 views

Can I use flat shading on a generated mesh?

I tried to generate a mesh from code in Unity. The problem is, that the edges are automatically smoothed. When I import a model into Unity, I can set the smoothing angle of the edges, but is something ...
1
vote
0answers
162 views

How can I texture a large terrain mesh in OpenGL?

I want to apply a texture to a large terrain mesh in my game. I think that it is just not acceptable to have a gigantic UV map spanning over 4096 x 4096 pixels. What's a better way to apply a texture ...
2
votes
1answer
81 views

How do I serialise a mesh to a text file?

I'm building a game engine in OpenTK (OpenGL for C#). Is it ossible to take a terrain mesh (in any format) and convert it into a text file (or a really small character-filled file, no more than a few ...
0
votes
0answers
188 views

Render text on a Quad

I have created a quad with a single color that's rendered on screen as a square, which is fine. I want to add some text to it (or slightly in front of it) that says "Hello". It sounds from reading ...
0
votes
1answer
103 views

Terrain (mesh) textures in Unity - blurry?

I've created a 3D mesh in blender which will be used as a terrain in Unity. Additionaly, I created a 900x900 texture which I'd like to apply as material to the mesh. However, unlike with the normal ...
2
votes
1answer
73 views

Unity - Imported meshes from Blender always corrupt

I want to import a terrain mesh I made in Blender into Unity, however Unity seems to fail to load it correctly. What could be the reason behind this and how can I fix it?
6
votes
1answer
251 views

How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?

Graphics cards are mathematically imprecise. So when some meshes are joined by their borders, the graphics card often makes mistakes and decides that some pixels at the seam represent neither object, ...
0
votes
1answer
163 views

Clipping text in algorithm

I'm looking for an algorithm that can clip a text ( GUI Mesh text ) when it's length is over 20 characters. The problem is I have one background image(textured plane) (orthographic), where I want to ...
8
votes
1answer
483 views

Adaptive vs progressive mesh

Is there any distinction between these two? I couldn't find anything in google under "Adaptive vs progressive mesh", but googling them both separately gives results as if they were likely the same.
0
votes
2answers
502 views

FBX SDK Getting Tangents and Binormals From a Mesh?

How do I import tangent and binormal data per vertex from a FBX Mesh. I already know how to get Vertices, Normals and UVs but how would I get tangents and binormals? For example this is how I would ...
1
vote
1answer
83 views

Determine Mesh Vertex Index Given Another Mesh Index

Please bare with me as I explain what I am trying to accomplish :P Each 'X' below represents a mesh vertex: For my Unity3d GameObject (G1); the mesh vertices are stored in a C# List object in the ...
0
votes
1answer
273 views

Is it ok to destroy mesh directly from MeshFilter in Unity?

Mesh.Destroy(myGameObject.GetComponent<MeshFilter>()); May it cause any problems or undefined behaviour? (the reason I ask this is that I'm trying to destroy an exiting component which is ...
0
votes
0answers
185 views

Libgdx - 2D Mesh rendering overlap glitch

I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause ...
2
votes
1answer
101 views

Generate 2D Triangular Mesh from Vertices on a Map

Given a map of vertices {(x1,y1), (x2,y2), ... (xn,yn)}, how can I generate a 2D triangular mesh covering all vertices, and where the area of all triangles completely covers the map? The triangular ...
1
vote
0answers
89 views

How do I save my programmatically generated Mesh to a .X file in SlimDX? [closed]

The Mesh has been created properly with SlimDX, but Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); throws a NullReferenceException. I checked that barMesh is not null. Inside the ...
1
vote
0answers
50 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
0
votes
1answer
194 views

Load Meshes with Bullet Physics

I just started implementing some physics in my game with Bullet Physics and I was just wondering how would i use bullet physics to load in meshes. For my for DirectX I load in x files into a ...
0
votes
1answer
114 views

Incomplete mesh using DrawIndexedPrimitives after rotating mesh

Through help on this site I was able to draw the triangles of an unrotated, nonscaled nontransformed mesh created in Blender and exported to OBJ, accurately imported through Assimp and rendered in XNA ...
1
vote
1answer
194 views

What should I do when a VBO becomes too large in OpenGL?

Currently I have one buffer for my vertex data and one buffer for normals data. I fill them and then pass them to OpenGL for rendering. The problem is when I load too large mesh file like "Lucy" from ...
14
votes
3answers
1k views

Using instancing for everything?

Instancing improves performance (significantly) when rendering multiple (hunders? thousands?) copies of the same mesh at once. But how much overhead does it have when rendering exactly one copy with ...
4
votes
2answers
247 views

OpenGL - Index buffers problem

I have a custom file format that has all the needed information for a 3D mesh (exported from 3ds Max). I've extracted the data for vertices, vertex indices and normals. I pass to OpenGL the vertex ...
1
vote
1answer
163 views

A problem with texture atlasing in Unity

I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means ...
0
votes
2answers
153 views

What does a Mesh consist of?

I have seen various implementations of mesh loaders in a few open source game engines. But all of them behave meshes differently. Is there a general definition for a mesh that explains what meshes ...
2
votes
1answer
52 views

Creating 3D objects from code and their normals

I'm trying to create my own 3D objects from scratch so I can generate my own terrain for a game I'm making. So I created a cube and realized the lighting was strange, I looked up the cause and found ...
2
votes
1answer
2k views

Procedural terrain - how to blend textures between dynamic meshes

I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
2
votes
3answers
286 views

How can I apply a mesh distortion to walls like in Dungeon Keeper 2?

In Dungeon Keeper 2, the walls of the dungeon have different random shapes depending on its state (freshly dug or reinforced, and so on). They look like they are cubes of 3x3 vertices that have a ...
0
votes
0answers
87 views

Tilemap mesh issue with z, -z axis

I don't understand why the created mesh is upside down if z ( z*tileSize ) is positive, the mesh is then rendered with the texture looking down. With "-z", the mesh texture is looking up correctly, ...
0
votes
0answers
145 views

Texturing Custom Meshes/Terrain?

Here's the scenario: I procedurally generate terrain on the fly, creating an isosurface which is an overlay on top of a scalar field of data points. These underlying data points are basically voxel ...
0
votes
1answer
401 views

Importing an object from Blender into a scene, rotation on X axis?

This is my situation: I save the scene with blender no export with any processing steps. Blender has x right y up -z into the scene for the view coordinates (OpenGL) I have x right y up -z into ...
2
votes
1answer
135 views

How to move on a mesh?

I am working on my collision system right now and I wondered how you can actually walk on a mesh. For example I'm thinking about a dynamically created little village and I want to be able to move the ...
2
votes
2answers
211 views

What is “terrain mesh generation” exactly?

I'm new to computer graphics and need to know and understand what the "terrain mesh generation" is? I read about "terrain", "mesh", "terrain generation" but can't find an article named "terrain mesh ...
1
vote
2answers
316 views

Rendering large and high poly meshes

Consider an huge terrain that has a lot polygons, to render this terrain I thought of following techniques: Using height-map instead of raw meshes: Yes, but I want to create a lot of caves and stuff ...
3
votes
2answers
1k views

How do I morph between meshes that have different vertex counts?

I am using MeshMorpher from the Unify wiki in my Unity project, and I want to be able to transform between arbitrary meshes. This script only works when there are an equal number of vertices between ...