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, ...
What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and ...
I have a question regarding how Unity3D handles importing of .obj files. I'm importing this teapot: http://groups.csail.mit.edu/graphics/classes/6.837/F03/models/teapot.obj The number of vertices ...
How're you supposed to use vertex buffers? Say you have 500 distinct deformable shapes/models in the world (ie you want to be able to change/delete vertices from the models somewhat arbitraily as the ...
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 ...
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 ...
(This question is a follow-up from another question where I found the answer myself) While the shader appears to be working exactly as intended, I'm concerned that it might be doing something ...
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 - ...