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A mesh should consist of what it needs to consist of. Certain modelling operations are made significantly easier to implement, or provide better visual results, when the mesh is represented as quads. Your linked article does a decent job of provided a brief survey, and also touches on the edge-loop benefits which are useful even in simple modelling. ...


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When creating your vertex buffer, specify D3D11_USAGE_DYNAMIC and D3D11_CPU_ACCESS_WRITE in the buffer description (in Usage and CPUAccessFlags members). This will create you a dynamic vertex buffer, which you can update by ID3D11DeviceContext::Map -ping it, copying data to it and ID3D11DeviceContext::Unmap -ping at the end. Something like this: ...


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It's called GPU skinning (or a variation of it) Add several uniforms that represent the changes. Then add attributes to the vertices that represent how much they are affected by each change. For example bulging would be going towards the normal vector: outPos = MVP*(pos_in + bulgeFactor * normal * bulgeUniform)


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A simple behaviour and custom inspector will help. Add this to your scripts: using UnityEngine; using UnityEditor; using System.Collections; public class SaveMeshBehaviour : MonoBehaviour { public Mesh GetMesh() { return gameObject.GetComponent<MeshFilter>().sharedMesh; } } [CustomEditor(typeof(SaveMeshBehaviour))] public class ...



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