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Questions tagged [3d-meshes]

Geometric representations of objects in 3 dimensions. 3D-meshes are made up of a collection of triangles or other polygons, forming volumes and surfaces. They are commonly used for visual representations on computer screens.

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10 votes
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Building triangle adjacency data

Given a list of triangle indices, how exactly does one go about converting that to a list of indices with adjacency for a geometry shader? Note that we're strictly talking about indices here - ...
Maximus Minimus's user avatar
9 votes
2 answers
6k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (...
Mythics's user avatar
  • 1,496
6 votes
1 answer
595 views

How to create art assets for a 3d avatar editor

I am currently prototyping an idea for an iPhone game. I'd like to create an avatar editor inside the game so that the player can create a 3d avatar face and modify certain features (using slider ...
Andrew Garrison's user avatar
3 votes
2 answers
2k views

Creating a basic character skeleton from code

I'd like to have a procedural system that uses a string of data to create a 3d creature. The way I've thought to do this is to use the code to generate a simple creature skeleton (I'll get to the skin ...
user12092's user avatar
2 votes
1 answer
5k views

Are interleaved vertex data formats better than non-interleaved formats?

I have been reading up on data formatting for 3D objects so that I can render my meshes as fast as possible in OpenGL. I am quite new to OpenGL so bear with me. The format for interleaving your ...
Steve's user avatar
  • 23
1 vote
1 answer
876 views

Problem when animating MD5 model (GPU Skinning)

I'm trying to implement a GPU skinning version of the md5mesh.js by @tojiro (demo with CPU skinning) in WebGL (live demo of the project here, use WASD to move the camera around). The main concept is ...
mikidelux's user avatar
  • 304
0 votes
4 answers
2k views

Missing triangles in model

I am having an issue where triangles in a model aren't being shown. The left is wireframe, the right is the finished image. For some reason a bunch of the triangles aren't being shown. The project ...
Joel's user avatar
  • 1,507
0 votes
3 answers
1k views

Collision detection between transformed meshes (not primitives)

I know questions related to collision detection have been asked multiple times, but I find all of them like this and this depend on the assumption that I have some sort of measurement of the object ...
Extorc Productions's user avatar
32 votes
2 answers
312k views

How to merge two objects in Blender

What I've Done I created a Cube object with Subdivision Surface modifier in order to model a spehere. I created a cuboid object looking like a angled, longish baton. What I Want to Do I want to ...
fridojet's user avatar
  • 483
28 votes
8 answers
36k views

Algorithm for creating spheres?

Does anyone have an algorithm for creating a sphere proceduraly with la amount of latitude lines, lo amount of longitude lines, ...
Daniel's user avatar
  • 3,471
18 votes
1 answer
2k views

Algorithm to simplify building/structural meshes

I am looking for an algorithm to simplify the meshes of buildings or similar structures. EDIT: I had made a comment that Hoppe's algorithm tends to make meshes more and more spherical with ...
morpheus's user avatar
  • 283
11 votes
1 answer
17k views

Quads Vs Triangles

I'm curious to know which is better for games: quads or triangles? Wouldn't quads be better for rendering performances and smoothing out tessellation?
SICGames2013's user avatar
9 votes
1 answer
11k views

Finding if a point is inside of a mesh (Point-in-polyhedron)

How can I find if a point (Vector3) is inside of a mesh? Would this work for both concave and convex objects? I read somewhere that if you raycast in both directions of every axis (X, -X, Y, -Y, Z, -Z)...
Daniel's user avatar
  • 3,471
6 votes
2 answers
17k views

Performance of manipulating a mesh in realtime

Does Unity allow streaming mesh data that can be continuously changed? I have a level that is dynamically changing based on some parameters. The number of triangles stays the same, they just change ...
CoffeDeveloper's user avatar
6 votes
2 answers
2k views

How to export 3D models that consist of several parts (eg. turret on a tank)?

What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to ...
Will's user avatar
  • 6,977
5 votes
3 answers
16k views

Drawing a dynamic indicator for a field of view

My goal is to draw a dynamic indicator for a cube, which represents the field of view. The ideal indicator would look the same as in Metal Gear Solid(the blue ones): From what I have gathered, I need ...
Esa's user avatar
  • 1,501
4 votes
2 answers
10k views

Handmade Terrain vs. Terrain Engine in Unity?

I'm planning a game right now, to be made in Unity, and I'm trying to decide how I'll approach the basic level construction. Essentially, my game takes place on an island in an infinite ocean, very ...
user1002617's user avatar
4 votes
3 answers
2k views

Textureing subdivided Icosahedron in XNA, seam problem

*****Look below for the updated source code*** I have started to to make some different types of objects and create them by code in XNA. Right now I have finished the code for creating a Icosahedron. ...
Jonas Lindahl's user avatar
3 votes
2 answers
2k views

Importing FBX with multiple meshes in UDK

I need to import into UDK a several amount of FBX models (representing buildings) which are composed by various submeshes (walls, windows, roof...). I need to keep the individual meshes (can't use the ...
andresp's user avatar
  • 131
2 votes
1 answer
888 views

To split or not to split large 3D objects?

I have a fairly simple question for which I'm seeking guidance: Should large 3D objects be splitted into smaller ones? By wide, I mean an object that would be as wide as a game level is, below is ...
aybe's user avatar
  • 773
2 votes
1 answer
6k views

How do you compute the tangent space vectors with normals given in the mesh?

Suppose you are given a mesh with normals for each vertex. These normals might not correspond to the face normals, as the artist could have tweaked them. In this case, how would you go about computing ...
Josiah's user avatar
  • 23
2 votes
1 answer
4k views

How to generate AABB, OBB & Sphere from polygon soup

How can I generate AABB, OOBB and Sphere from a polygon soup, where the bounding volumes are defined as follows: AABB should be specified by min(x,y,z) max(x,y,z) OOBB should be specified by min(x,y,...
Soapy's user avatar
  • 915
2 votes
1 answer
7k views

Faster way to draw dynamic meshes in OpenGL ES

I'm writing a 3D game which is going to inlcude some dynamic meshes. For now, my code looks like this : ...
XGouchet's user avatar
  • 2,045
2 votes
2 answers
1k views

matrix to transform unit cube to space defined by 8 arbitrary points

I asked a question relating to similar to this already, but I think this is a clearer objective of what Im trying to achieve.. or whether its possible at all! Im trying to find a transformation (...
aadster's user avatar
  • 79
1 vote
1 answer
1k views

Render order for 3D meshes

I want to highlight a certain item in an inventory. It is a 3D scene although it looks a bit 2D. That is confirmed. To do do that I have create a cube with a very small z scale (so that it looks like ...
tmighty's user avatar
  • 919
0 votes
1 answer
1k views

Creating Sphere Triangles from Vertices

I came across a way to create the vertices of a sphere, located here: https://gamedev.stackexchange.com/a/150293/62793 I converted this to the following C# example: ...
Krythic's user avatar
  • 790