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4

For a triangle with points p0, p1, and p2, and normal n, you’ll need to compare the vectors cross(p1 - p0, p2 - p0) and n. They should either point in the same direction, or in the opposite direction, for all triangles in your mesh. Suppose your convention is that the vectors must point in the same direction. The algorithm is simple. For each triangle, ...

1

Do you mean draw stuff like cubes, rectangles.. etc? It´s easy! Per example for a rectangle (square or something with 4 vertices) : CUSTOMVERTEX Dirt[] = { { 0.0f, 600.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(221, 216, 148), }, { 700.0f, 600.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(221, 216, 148), }, { 0.0f, 700.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(221, ...

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Using directx you must draw triangle meshes. If your mesh data contains quads, then create an index buffer that indexes each quad as two triangles and draw by calling DrawIndexed. For example if you have vertex1,vertex2,vertex3,vertex4 which describes a quad then index them by 0,1,2,0,2,3 or according to the desired winding order.

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Continuous triangle intersection is explained in a classic Computer Graphics paper (PROVOT) and almost all research in Continuous Collision Detection use it to perform elementary tests. The paper describes how to mathematically model the continuous triangle X triangle intersection problem. There are two types of collision involved: a vertex intersecting a ...

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Erin Catto GDC 2013, Continuous Collision Detection. The video is free for public viewing on the GDC vault. Erin keeps his own version of his slides available, but the GDC vault itself houses the free video. Erin's link: https://code.google.com/p/box2d/downloads/detail?name=ErinCatto_GDC2013.zip&can=2&q= I can't speak for the Eberly work, but the ...

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