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Alternatively - to provide an easier-to-implement and more efficient solution - one can check the mesh's Euler-Poincaré characteristic. Given the number of vertices V, number of faces F and number of edges E. A triangle mesh is a closed 2-manifold, if and only if V + F - E = 2. If you store your mesh as a list of vertices and indices, V and F can ...


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There are two common ways to animate something. One of them is what you described: morphs or per-vertex animation. You have number of different models representing each frame in your animation, and you interpolate the position of the vertices individually between the previous frame and the next to achieve smooth animation. This technique is usually applied ...


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I understood by myself how to retrieve the frame rendered and now I have this method : void Renderer::getVideoStream(){ glReadBuffer(GL_BACK); int width = m_window->width(); int height = m_window->height(); vector< unsigned char > buf( width * height * 3 ); glPixelStorei( GL_PACK_ALIGNMENT, 1 ); glReadPixels( 0, 0, ...


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You cannot determine the direction of flow of water from its surface normals, you will need to store additional data. A simple trip to look at a river should be sufficient to convince you of this. Any difference in the surface normals merely reflects rippling in the surface, the mass of water continues to flow in the same direction. But the underlying ...



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