vertex

OpenGL: Single vertex attribute for multiple vertices?

懵懂的女人 提交于 2019-12-21 03:53:26
问题 I have a vertex shader that accepts the following attributes: a_posCoord : vertex position a_texCoord : texture coordinate (passed to the fragment shader) a_alpha : transparency factor (passed to the fragment shader) The objects I'm rendering are all "billboards" (a pair of right triangles to make a rectangle). I'm using a single call to glDrawArrays to render many billboards, each which may have a unique alpha value. A single billboard has 6 vertices. Here's some pseudocode to illustrate how

Three.js: Convert face normal from local space to world space

泪湿孤枕 提交于 2019-12-19 04:06:05
问题 I have a THREE.PlaneGeometry , with ComputeFaceNormals() . I create two meshes using this geometry, with different rotations applied to them. I want to compute the two angles between the camera and the two meshes central face normal. It should be : vLocalCamera = vCamera.position - mesh1.position; mesh1.normal() . vLocalCamera = cos(angle); The problem is that I don't know how to get the mesh normal in world coordinate (from geometry and mesh rotation) with three.js API 回答1: If you want to

Implementing Depth First Search into C# using List and Stack

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-17 17:32:51
问题 I want to create a depth first search which I have been somewhat successful in. Here is my code so far (Except my constructor, note the Vertex and Edge classes only contain properties, nothing important to post here): private Stack<Vertex> workerStack = new Stack<Vertex>(); private List<Vertex> vertices = new List<Vertex>(); private List<Edge> edges = new List<Edge>(); private int numberOfVertices; private int numberOfClosedVertices; private int visitNumber = 1; private void StartSearch() { /

OpenGL ES 1.1 is it possible to have both - vertexColors AND lighting?

瘦欲@ 提交于 2019-12-13 04:58:12
问题 If I have a mesh that uses vertexColors and then enable GL_LIGHTING, then the vertexColors will be ignored and replaced by the calculated lighting. Is there a way in OpenGL ES 1.1 to have both at the same time - vertex colors & dynamic lighting? thanks! 回答1: You can use glEnable(GL_COLOR_MATERIAL); to have the material parameters track the current color. On desktop OpenGL implementations there is also glColorMaterial to configure if the color is to be applied as the ambient of diffuse value,

Vertex connection by Yes/No in R Language

孤街醉人 提交于 2019-12-13 04:41:46
问题 What I intend to do with my data frame using the R language is to plot it as a network of objects that are connected when someone answers 'YES' to both objects, for example, my data would look similar to: V1 V2 V3 V4 V5 V6 V7 V8 V9 V10 V11 V12 V13 V14 V15 V16 V17 V18 V19 V20 V21 V22 Fish Yes Yes Yes No No Yes No No No Yes Yes No Yes Yes No No Yes No No No No No Squid Yes Yes No No No Yes No No No Yes No No Yes No No No No No No No No No Pigs No No Yes No No No No No No No No No No No No No No

Vertx.io GET silently fails

£可爱£侵袭症+ 提交于 2019-12-13 01:25:16
问题 I'm writing a POC using vertx, looking for alternatives when we have to migrate Spring Web from 4.x to 5 to be java 9 compliant. I've written a simple client, just a GET towards a publicly available server just to get something working but it silently fails me. public List<String> pull() { Vertx vertx = Vertx.vertx(); HttpClientOptions options = new HttpClientOptions().setLogActivity(true); HttpClient hc = vertx.createHttpClient(options); hc.getNow(80, "http://sunet.se", "/",r -> { System.out

How does Blender calculate vertex normals?

我与影子孤独终老i 提交于 2019-12-12 19:58:09
问题 I'm attempting to calculate vertex normals for various game assets. The normals I calculate are used for "inflating" the model (to draw behind the real model producing a thick outline). I currently compute the normal for each face and average all of them (several other questions on Stack Overflow suggest this approach). However, this doesn't work for sharp corners like this one (adjacent faces' normals marked in orange, the normal I'm trying to calculate is outlined in green). The object

BGL: How do I store edge_descriptors and vertex_descriptors efficiently?

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-12 18:01:22
问题 So after my circular dependency problem with the BGL was solved I've come to another obstacle. I'm currently using an adjacency-list to model my graph. Bundled properties for both nodes and edges are applied to store some information in the graph. So I have something like this: class Node { int x, int y // position }; class Edge { float length; }; boost::adjacency_list<boost::listS, boost::listS, boost::directedS, Node, Edge> The problem arises when I want to store shortcuts to specific nodes

Java Jung Vertex Cuts in Graphs

一个人想着一个人 提交于 2019-12-12 05:25:10
问题 I am trying to do vertex cuts on graphs in the JUNG graph package. This is best explained by the following pictures: Now, I am going to cut vertex "c1" out of the graph: As you can see vertex "c1" has been removed from the graph, but so have the vertices "c2" and "c3" I want the vertices "c2" and "c3" to stay in the graph when I cut vertex "c1". I am using the removeVertex(V vertex) function to remove vertex "c1" from the graph. How can I implement my code to keep vertices "c2" and "c3" when

OpenGL normals misunderstanding?

狂风中的少年 提交于 2019-12-12 03:55:42
问题 I'm trying to get my lighting to work in OpenGL, using LWJGL as an implementation library. The problem I think I'm having, is that I don't set my normals properly and therefore the lighting doesn't work at certain angles. Here is the code for the cube I'm testing on: glBegin(GL_QUADS); glColor3f(r,g,b); glNormal3f(position.x, position.y, position.z - radius - 0.1f); glVertex3f(position.x + radius, position.y + radius, position.z - radius); glVertex3f(position.x + radius, position.y - radius,