WebGL vertex indexed drawing

Knowledge points New drawing function gl.drawElements(); gl.drawArrays() directly calls the vertex array data, every time a straight line is drawn, two vertices need to be defined. gl.drawElements() uses an index array to access the vertex data in the vertex array, can reuse the vertex data. index array and vertex array // 8 vertex coordinate arrays […]

Hazel game engine (032) vertex array abstraction

If there are errors in the code, terminology, etc. in the text, please correct me Article directory foreword project related the code The effect remains the same Foreword of this program In order to encapsulate the abstract OpenGL’s vertex array Raw OpenGL function code that does not create vertex arrays in the rendering layer Introduction […]

Hazel game engine (030) abstraction of vertex and index buffers

If there are errors in the code, terminology, etc. in the text, please correct me Article directory foreword project related Code additions and modifications Effect Foreword of this program For the generationvertex buffer and index buffer of OpenGL, the original code is abstracted into classes. There are rendering codes for creating opengl, vertex buffers, and […]

Use [Center of Gravity Coordinates] to interpolate on the model to obtain the vertex coordinates corresponding to each pixel on the texture

premise: After the texture is pasted on the model, what can be obtained directly using the blender python api is the texture coordinates corresponding to the vertices on each triangle of the model. The vertices of each triangular face constitute a triangle (A), and the texture coordinates corresponding to the vertices of each triangular face […]

[unity] URP shader development supports multiple light sources, the difference between _ADDITIONAL_LIGHTS_VERTEX and _ADDITIONAL_LIGHTS

There is a shader implemented by other colleagues in the project. The art side hopes to support multiple light sources. I looked at the code and found that the frag function has already been implemented. #ifdef _ADDITIONAL_LIGHTS uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; + + lightIndex) { Light light […]

Vulkan Tutorial 5 Vertex Buffers

Directory 16 vertex buffers vertex shader vertex data pipe vertex input 17 Vertex buffer creation buffer creation memory requirements memory allocation Fill the vertex buffer 18 scratch buffer transmission queue Use scratch buffer 19 index buffer Index buffer creation use index buffer 16 vertex buffers We’ll replace the hardcoded vertex data in the vertex shader […]

Threejs – five, point line model object, triangle concept, geometry vertex position, vertex index, normal, and rotation, scaling and translation of geometry

article: Three–1. Getting to know Three and basic front-end scene construction (source code at the end) Three–2. Strengthen the understanding of three-dimensional space Three–three, animation execution, canvas size, rendering frame rate and camera adaptation experience Three–four, geometry, high-gloss network material, jagged blur, and the use of GUI libraries Three–five, point-line model objects, triangle concept, geometry […]

Three.js–“Geometry vertex knowledge explanation

Directory Geometry Vertex Position Data Point line defines geometry vertex data Mesh Model Definition Geometry Vertex Data Vertex normal data Implement array cube and camera adaptation Introduction to Common Geometries Geometry rotation, scaling, and translation methods geometry vertex position data This article mainly explains the vertex concept of geometry, which is relatively low-level, but after […]