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Make sure: Number of vertexes=3*Number of Triangles when using gldrawelement(GL_TRANGLES,...


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STL doesn't export coords so there isn't a work around. Unless the program exports directly to obj (I'm guessing it doesn't hence the workaround) or you can export the coords in another format, you're stuck having to redo the unwrap yourself. https://en.wikipedia.org/wiki/STL_(file_format) "STL files describe only the surface geometry of a three-...


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Mini-checkers should work. Played on 6x6 board on half of the cells. Checker that reach last line wins the game (not get flipped). Thus each cell in the first and last raw can be empty or home-player. Other 3x4 cells each can be empty, white or black. 2^6*3^12 is < 35 M. Game can last more than 10 moves.


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It turns out, it was because of a previous SpriteBatch call causing the GraphicsDevice settings to be changed. Putting this code in before my model drawing code executed fixed it, and now it draws correctly. GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;


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If the result in the image satisfies you, here's how I achieved it. Subsurfed the initial cube once Created a second cube and scaled it Added a boolean modifier to the first cube and chose union Selected the second cube as the modifier target object Ctrl+P Set the first cube as parent of the second so that both move together when moving the first cube Tab ...



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