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just append the data and adjust the indices: if the hilt has X vertices and the blade has Y then you first put the X vertices of the hilt and then put the vertices of the blade. Do the same for the indices but add X to each index of the blade. This will then force you to use only a single texture for the entire model.


There are two types of normal maps commonly used in game development. The way you are thinking they should work is the way one type works (model-space normal maps), but most games use another type (tangent-space normal maps) which is why you associate mostly-blue textures with normal maps. With model-space normal maps, each channel encodes the precise ...


The normal map mostly points outward from a surface. Assuming you go with the usual mapping of the Z component of the XYZ normal vectors being the "depth" direction and an that mapping to the B component of the RGB color space, you'll end up with most normal vectors being primarily blue. If the texture were, say, red, then that would mean that the normal ...


Use polar coordinate system. Cast Moon's position to polar coordinates by formulas: r = sqrt( sqr(Moon_x - Earth_x) + sqr(Moon_y - Earth_y) ); phi = atan2( Moon_y - Earth_y, Moon_x - Earth_x ); Then, you can change angle (phi) to move Moon around the center: phi += angular_speed; And after that cast changed polar coordinates back to cartesian ...

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