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"Object space" is generally used to refer to the coordinate space that a model or collection of geometry is defined within. Another way to think of this would be the space that the object was created in, where the origin is some useful point within or relative to the object, such as its center, or the place where the model would "touch the ground" when ...


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No, you are not supposed to make the object use transparent blending, instead, you should blend its color with the refracted scene color in its shader when rendering the object.


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Edit: The triangle's Bezier-curved edges are of the same order as the Bernstein you use; the edges of a third-order Bezier triangle are third-order Bezier curves. The order also determines the number of control points you need (or vice-versa). (Yes, a triangle with 3 vertices can be tessellated) Set topology to ...


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To keep it simple, in this context: "patch" generally refers to a surface generated by control points, rather than vertices "Bezier" generally refers to applying the Bernstein polynomial of an arbitrary degree to said surface "triangle" (probably) refers to the fact that the theoretical, smooth, surface is degenerated into real, flat, triangles for ...


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I agree with JonBee that a Plane test should work well. In response to your comment, the world-space intersection that you calculate resides on the plane that you want the cube to move in regardless of the cube's current orientation. The thing I think you have overlooked is that the plane you need to construct has "Up" (0, 1, 0) for its' normal and should ...



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