In geometry a vertex is a point defining the corners of polygons or intersections of lines. A triangle for example is defined by 3 vertices with lines between them. In 3D-graphical APIs like OpenGL and Direct3D a vertex is a data structure containing information about the positions, normals, ...
0
votes
1answer
44 views
Get world-position in Vertex shader
I'm wondering how I can get the final position of a vertex. I use glTranslate in my render code, and I'm not getting the world-coordinates correct. My world is devided in chunks and my position get's ...
0
votes
1answer
61 views
GLSL Shaders-> How to manage?
As your game get's bigger and bigger, you will use more and more different shader effects.
Let's take an easy example:
I have clouds in my voxel-based world, and I want to give it a blue-ish tint ...
0
votes
1answer
64 views
XNA 4 VertexPositionTexture triangleStrip sporadically disappearing [closed]
I am drawing a traingleStrip using VertexPositionTexture and BasicEffect that extends from the first person perspective of the screen out a certain distance on the Z axis. In a loop I pass start and ...
0
votes
1answer
98 views
How to update “dynamicVertexBuffer” correctly with “setdata” on XNA?
I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
0
votes
1answer
94 views
XNA doesn't sometimes draw 3D models properly [closed]
I am developing an 3D platformer game with XNA framework and I am experimenting some errors in drawing. Here is some images of the errors, that appears in 3D models and in planes:
In the first ...
1
vote
1answer
108 views
How to draw different textures on my cubes DrawUserIndexPrimitive with XNA?
I'm having some problem to draw textures with class "DrawUserIndexPrimitive" on Xna.
I can draw my cubes / models without problem. But I want to draw different textures on my cubes.
I loop on each ...
4
votes
3answers
331 views
What are normal, tangent and binormal vectors and how are they used?
I would like to find out the following information:
What are they?
Example usage in game development (the area they are used in)
About the following vector types:
Normal
Tangent
Binormal
A ...
-1
votes
2answers
143 views
Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?
I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
-2
votes
1answer
168 views
How to draw millions of cubes without idle , model instancing in XNA?
I work for a project in the style of game "Minecraft".
I started using the "Model Instancing" in order to generate a large number of cubes possessing an identical model.
So far so good.
My problem is ...
1
vote
2answers
118 views
One or multiple VertexBuffers
I'm currently working on a personal project where I'm trying to load the levels and all of the geometry from the game "Medal of Honor Allied Assault" into my own C# code-base based on SharpDX.
I ...
2
votes
1answer
84 views
Pixelated Normal Generation
I am generating normals for each vertex in a standard 512*512 quad. Yet when I do using the following code:
public Vector3f[] normals(Vector3f[] surface){
Vector3f[] normals = new ...
1
vote
4answers
132 views
Selecting and moving vertices
How can I identify the correct vertecis and move them in XNA using VertexBuffer? Let's say I have a simple cuboid in my project and want to move one face of it. How would I loop thru vertices, get ...
1
vote
1answer
96 views
How do I create geometry in SceneKit?
I have been experimenting with Apple's new SceneKit for fun, but I cannot seem to figure out how to input vertex data without loading a .dae file.
Does anybody who has been testing SceneKit have any ...
1
vote
0answers
105 views
How to draw a large number of model (identical) with vertex buffer in XNA?
I am facing a problem that many developers as have probably found a solution.
I have a small project with a floor designed with small cubes (100X100).
If I exceed this limit, my game suffered major ...
0
votes
1answer
132 views
Disappearring instances of VertexPositionColor using MonoGame
I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing ...
3
votes
3answers
502 views
DirectX 9 - model rendering from .obj files issues
Well I can clearly tell that what rendered is close to what I wanted, but there seems to be a few problems.
The .obj files contained values like "f", "v", "vt".
Image Of Problem: ...
0
votes
1answer
171 views
Custom VertexDeclaration for Color, Texture, Normal
What is the best way to create a VertexDeclaration, that makes it able to render a Shape consisting of vertices and also be able to store a color for the shape (in case the texture can't be rendered - ...
1
vote
0answers
146 views
Vertex shader to Pixel shader NVIDIA problem - restarting drivers
I have problem with my shader on NVIDIA cards. On AMD it's working right.
Shader Builder exported CODE:
//ROOT
//PSParts
//VSParts
//Samplers
sampler sLod23ColorGround : register(s0);
sampler ...
0
votes
2answers
137 views
Is it only possible to display 64k vertices on the monitor with 16bit?
I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle ...
1
vote
1answer
130 views
XNA shield effect with a Primative sphere problem
I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png
I currently got this:
...
2
votes
1answer
139 views
DrawIndexedPrimitives overdraws data in previous buffer if called in loop
I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer.
I have the Draw method in one of my renderers, that loops through the dictionary ...
1
vote
0answers
134 views
Vertex Normals, Loading Mesh Data
My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh:
Each vertex has 3 ...
6
votes
1answer
171 views
GLSL vertex shaders with movements vs vertex off the screen
If i have a vertex shader that manage some movements and variations about the position of some vertex in my OpenGL context, OpenGL is smart enough to just run this shader on only the vertex visible on ...
-1
votes
1answer
422 views
Vertex shader are evil for performance?
I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image.
The problem is that my project ...
2
votes
1answer
166 views
Overlapping vertices on sphere?
Iv started up doing some programming in XNA as Iv been doing C# for several years and would like to start do some 3D work with C# and XNA framework.
Right now Im trying to build a sphere by code. It ...
1
vote
0answers
254 views
XNA HLSL: Skinned Model Deforming Wrong
I am creating a basic XNA recreation of Minecraft. My current problem is that my "Steve" model, which is skinned with an armature using vertex groups to deform, is showing up disfigured beyond all ...
2
votes
1answer
391 views
When I select one vertex it selects multiple vertices?
I'm trying to do some kind of a face. When I select a vertex it selects two other vertices. However, when I try to select one of the two other vertices it doesn't select them.
I want to move only one ...
10
votes
1answer
421 views
Special relativity shader in GLSL
I'm trying to implement a GLSL shader which helps understanding special relativity Lorentz Transformation.
Let's take two axis-aligned inertial observer O and O' . The observer O' is in motion w.r.t ...
0
votes
0answers
97 views
Direct X Vertex Coloring
So I've been messing around with directx 9 for the past few days, and I recently bump in a simple problem of vertex coloring. Can someone here with directx9 expirience solve this problem? I would ...
7
votes
1answer
421 views
Best practices with Vertices in Open GL
What is the best practice in regards to storing vertex data in Open GL? I.e:
struct VertexColored {
public:
GLfloat position[];
GLfloat normal[];
byte colours[];
}
...
0
votes
2answers
1k views
How to determine counter-clockwise vertex winding
I've been causing myself some confusion lately with regards to vertex winding in a mesh class that i'm writing.
Currently, the mesh contains the appropriate structures for:
vertices (vector3)
...
0
votes
0answers
171 views
effect and model vertex declaration compatibility
I have normal model drawing code. When I try to draw model without UV coordinates I got this exception:
System.InvalidOperationException: The current vertex declaration does not include all
the ...
0
votes
3answers
945 views
Fastest solution to compute normal
A physics engine return a deformed mesh (only geometry vertices).
I take this mesh to render the geometry (~500000 vertices).
What is the fastest solution and the least expensive to compute normal ...
0
votes
1answer
549 views
How to make a 2D Terrain with opengl?
I want to make a simple 2d terrain with just a few bumps and height changes:
I thought about just using random numbers to describe the height of a certain vertex, but I don't see how I can make ...
2
votes
2answers
816 views
calculate new vertex position given a transform matrix?
How can I get the new position of my vertex given a 4x4 transform matrix or simply 9 floats (positionX, positionY, positionZ, rotationH, rotationP, rotationR, scaleX, scaleY, scaleZ)? Usually I can ...
3
votes
0answers
206 views
Recast issue while loading BSP
I'm trying to load a BSP into RecastDemo to see if it works fine, I don't know where the problem could be, I'm extracting the vertices and triangles really fine.
The result is supposed to look like ...
5
votes
1answer
565 views
Memory allocation strategy for the vertex buffers (DirectX 10/11)
I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects.
The question is: How do I keep track of all the ...
4
votes
1answer
333 views
Per-vertex position/normal and per-index texture coordinate
In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
1
vote
2answers
479 views
XNA 4.0 Point Vertex Rendering
I have a buffer of about 134 million particles and a very powerful computer to render them smoothly, but I am getting an error when trying to render them as primitive lines. It says that I cannot ...
2
votes
1answer
548 views
Apply Vertex Colors to XNA Spritebatch sprites
I know that you can use custom vertex and pixel shaders using SpriteBatch but I can't figure out how to apply colors to individual vertex points on a sprite generated by spritebatch. All I can do is ...
2
votes
1answer
202 views
Implementing IVertexType Interface
In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
1
vote
1answer
131 views
What is the name for a single 2D polygon on a UV Mapped texture?
When UV Mapping a polygon/texture, is there name that describes a single polygon on the texture.
Does this name differentiate if from the same geometry once it has been mapped to a face?
Would ...
2
votes
1answer
205 views
Shader and Custom Vertex Format Errors
I am creating an editor of sorts that allow you to create 3D voxel models. I just got started and have ran into a few errors. Here is what it is producing:
I think the problem has to do with the ...
2
votes
1answer
315 views
Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?
Is there scenarios where this is actually good practice? Or does it slow down performance?
Example:
//Vertex format is:
//X, Y, U, V
var myXYs:Vector.<Number> = new <Number>[
-1, -1,
...
0
votes
1answer
189 views
Creating a vertexbuffer to define vertices arranged in a grid with the view for easy editing later
I'm using the marching square algorithm (2D version of marching cubes) to generate vertices.
I end up with vertices arranged in a grid.
I want to enable destructible terrain, and the way i was ...
2
votes
1answer
798 views
How can I draw multiple vertexbuffers with indices?
I'm using to types of vertices.
For the triangles:
0 Vector3 Position,
12 Color Color,
16 Vector3 Normal
For the lines:
0 Vector3 Position,
12 Color Color
I setup a vertex buffer for each ...
1
vote
2answers
558 views
How does one avoid hundreds of copies into a vertex buffer each frame?
Assume a Direct3D9-based 2D game, high resolution, very busy. Performance critical.
A particle system has 2,000 particles. They are scattered throughout the world with only a subset visible on screen ...
3
votes
3answers
1k views
XNA - Update vertices property stored in a VertexBuffer
I've a class that creates a cube using VertexPositionColor and these vertices are stored in a VertexBuffer. Now i would like to dynamically change the color of my vertices. In my class i have a ...
3
votes
2answers
3k views
Mapping a Vertex Buffer in DirectX11
I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
1
vote
1answer
536 views
XNA - multiple VertexBuffers?
I'm trying to learn how to use VertexBuffers in XNA 4.0. I can render wireframe shapes and I can render textured shapes. However, I'm having some trouble rendering them both at once.
I'm ...
