vertex

How to read vertices from vertex buffer in Direct3d11

放肆的年华 提交于 2019-12-06 08:09:49
问题 I have a question regarding vertex buffers. How does one read the vertices from the vertex buffer in D3D11? I want to get a particular vertex's position for calculations, if this approach is wrong, how would one do it? The following code does not (obviously) work. VERTEX* vert; D3D11_MAPPED_SUBRESOURCE ms; devcon->Map(pVBufferSphere, NULL, D3D11_MAP_READ, NULL, &ms); vert = (VERTEX*) ms.pData; devcon->Unmap(pVBufferSphere, NULL); Thanks. 回答1: Where your code is wrong: You asking GPU to give

Vertex Animation stored in FBX file without using Point Cache?

好久不见. 提交于 2019-12-05 23:50:18
Everything I've found seems to indicate that in order to export a vertex animation a point cache file must also be generated, but that means in addition to the FBX file a whole new folder with that cache data must also be built. Is there no way to store the (vertex) animation data entirely in the FBX file? That's correct. The FBX stores the mesh/topology, and the point cache stores the offsets of the vertices over time. The FBX file format stores mesh topology, shapes and skin deformers, but not the actual vertex cache data since it can be of various formats, such as MCX (Maya), PC2 (Max) or

What is the difference between a node and a vertex?

廉价感情. 提交于 2019-12-05 08:28:44
问题 What is the difference (if any) between a node and a vertex? I can't find the answer after looking at countless sites! Even my book doesn't specify it so I am kind of lost! It is worth mentioning that I am looking for the difference besides the fact that it is called a 'vertex' when used in a graph and a 'node' when used in a tree. 回答1: There are no differences between the words Node and Vertex . Even in some books that explain graph theory and graph algorithms they name it as: Vertex denoted

OpenGLES 2.0: gl_VertexID equivalent?

放肆的年华 提交于 2019-12-05 08:16:18
I'm trying to create a grid of points by calculating vertex positions dynamically, based on their index in the array of vertices sent to the shader. Is there an equivalent of the gl_VertexID variable that I can call from within my shader? Or another way of accessing their position in the array without having to send more data to the GPU? Thank, Josh. Here's my vertex shader: attribute vec4 vertexPosition; uniform mat4 modelViewProjectionMatrix; vec4 temp; uniform float width; void main() { temp = vertexPosition; // Calculate x and y values based on index: temp.y = floor(gl_VertexID/width);

Xna 4.0 3D Vertex example

感情迁移 提交于 2019-12-05 04:29:13
问题 I'm currently trying to make a simple square by combining two triangles, like in the tutorials by Riemer (Link to tutorial), but since a lot has changed from 3.x to 4.0, I find it difficult. I would also like to know how to texture this "square", so if anyone could help me by giving some example or whatsoever, I would appreciate it :) Thanks! Basic 回答1: Here is an example XNA 4.0 program that draws a simple textured square. It requires the Green-gel-x texture (from wiki-commons - link in code

Jung coloring vertex with value

强颜欢笑 提交于 2019-12-05 03:24:08
I'm stuck at the moment with the Java library Jung. I display vertices and edges, only I can not find any functions for vertex coloring that I need with the value of the vertices and not with the mouse. import edu.uci.ics.jung.algorithms.layout.FRLayout; import edu.uci.ics.jung.algorithms.layout.Layout; import edu.uci.ics.jung.graph.Graph; import edu.uci.ics.jung.visualization.BasicVisualizationServer; import edu.uci.ics.jung.visualization.decorators.PickableVertexPaintTransformer; import edu.uci.ics.jung.visualization.decorators.ToStringLabeller; import edu.uci.ics.jung.visualization

R iGraph Heatmap in Vertex

做~自己de王妃 提交于 2019-12-05 03:11:05
问题 I'm quite new to R and stuck on a question. Would it be possible to print a heatmap on a vertex in iGraph ? I know I can do a colored square or circle. But would a small heatmap be possible? This is the code that draws my current graph: # create graph graph <- graph.data.frame(network[,1:2]) vertex_names <- get.vertex.attribute(graph,"name") # define node attributes V(graph)$label.font <- 1 V(graph)$label.font[which(element_types[vertex_names,"type"]=="PRIMARIES")] <- 2 V(graph)$label.font

Coloring vertexes according to their centrality

放肆的年华 提交于 2019-12-05 02:19:09
问题 I am trying to change the color of the vertexes in an igraph generated graph. To be more specific, I have a 95 nodes graph created from an adjacency matrix and I would like to color them according to their degree/betweenness/eigenvalue centrality/closeness but I'm guessing that after I know how to do it with one, I'll be able to do it with others. So I've coded the basics of graph generation until now: dataset <- read.csv("~/Google Drive/Cours M2/Network Economics/Data/Collabs_2013.csv", sep=

OpenGL Vertex buffer object, can I access the vertex data for other uses such as collision detection?

。_饼干妹妹 提交于 2019-12-04 22:17:44
问题 I'm currently using the GLTools classes that come along with the Superbible 5th edition. I'm looking in the GLTriangleBatch class and it has the following code: // Create the master vertex array object glGenVertexArrays(1, &vertexArrayBufferObject); glBindVertexArray(vertexArrayBufferObject); // Create the buffer objects glGenBuffers(4, bufferObjects); #define VERTEX_DATA 0 #define NORMAL_DATA 1 #define TEXTURE_DATA 2 #define INDEX_DATA 3 // Copy data to video memory // Vertex data

Generating Smooth Normals from active Vertex Array

岁酱吖の 提交于 2019-12-04 15:22:06
I'm attempting to hack and modify several rendering features of an old opengl fixed pipeline game, by hooking into OpenGl calls, and my current mission is to implement shader lighting. I've already created an appropriate shader program that lights most of my objects correctly, but this game's terrain is drawn with no normal data provided. The game calls: void glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer); and void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);` to define and draw the terrain, thus I have these functions both