vertex

How to read vertices from vertex buffer in Direct3d11

泪湿孤枕 提交于 2019-12-04 11:43:09
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. Where your code is wrong: You asking GPU to give you an address to its memory( Map() ), Storing this adress ( operator=() ), Then saying: "Thanks, I don't

R iGraph Heatmap in Vertex

半腔热情 提交于 2019-12-03 16:24:55
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)$label.font[which(element_types[vertex_names,"type"]=="REACTION")] <- 2 V(graph)$label <- element_types[vertex_names,

Coloring vertexes according to their centrality

随声附和 提交于 2019-12-03 16:16:57
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=";") matrix<-as.matrix(dataset) adj<-graph.adjacency(matrix) plot(adj) btw<-betweenness(adj,directed =

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

时光总嘲笑我的痴心妄想 提交于 2019-12-03 14:34:11
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 glBindBuffer(GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA]); glEnableVertexAttribArray(GLT_ATTRIBUTE_VERTEX);

Struggling With Vertex And Index Buffers In Direct3D

好久不见. 提交于 2019-12-03 07:36:48
问题 I've tried for many months to learn how IDirect3DVertexBuffer9 and IDirect3DIndexBuffer9 work. I've read multiple books, e-books and forums and I still can't get the hang of how they work. Can somebody help me understand how they work and how they link together? PS: I've tried searching through the related questions but nothing interested me. Thanks. 回答1: IndexBuffers are used for memory & speed optimizations. A indexBuffer is a list of indices that index the vertices in the vertexBuffer. So

Max size for Vertex Buffer Objects (OpenGL ES 2.0)

ε祈祈猫儿з 提交于 2019-12-03 07:12:22
Is there a max size for vertex buffer objects binded to GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER??? Originally, I was drawing a mesh composed of 16 submeshes. For each submesh, I created a vertex buffer and during the rendering phase, I called glDrawElements. This worked fine on the iOS simulator, but when I tried to render to my device, the screen flashes constantly and the meshes aren't displayed. I then did some reading and found that you shouldn't call glDrawElements too many times during a render phase. I tried to combine all of my submeshes into one vertex buffer. The buffer bound to

Struggling With Vertex And Index Buffers In Direct3D

回眸只為那壹抹淺笑 提交于 2019-12-02 22:32:19
I've tried for many months to learn how IDirect3DVertexBuffer9 and IDirect3DIndexBuffer9 work. I've read multiple books, e-books and forums and I still can't get the hang of how they work. Can somebody help me understand how they work and how they link together? PS: I've tried searching through the related questions but nothing interested me. Thanks. IndexBuffers are used for memory & speed optimizations. A indexBuffer is a list of indices that index the vertices in the vertexBuffer. So say I'm going to render a Flat Quad on the screen with 2 triangles. Each triangle takes up 3 vertices, so to

glVertexAttribPointer on built-in vertex attributes like gl_Vertex, gl_Normal

自闭症网瘾萝莉.ら 提交于 2019-12-01 16:51:57
I have to send vertex attributes using glVertexAttribPointer to shaders expecting them as built-in ( gl_Vertex , gl_Color , etc.). The glVertexAttribPointer function needs to specify the index (or location) of each built-in attribute. I can do it on NVidia implementations since the location of each attribute is fixed (see http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php at the section "Custom attributes), however i'm not sure about the locations in ATI implementation. Also, the function glGetAttribLocation will return -1 when trying to get the location of any attribute

glVertexAttribPointer on built-in vertex attributes like gl_Vertex, gl_Normal

ぐ巨炮叔叔 提交于 2019-12-01 15:47:43
问题 I have to send vertex attributes using glVertexAttribPointer to shaders expecting them as built-in ( gl_Vertex , gl_Color , etc.). The glVertexAttribPointer function needs to specify the index (or location) of each built-in attribute. I can do it on NVidia implementations since the location of each attribute is fixed (see http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php at the section "Custom attributes), however i'm not sure about the locations in ATI implementation.

Finding root vertices in largeish dataset in igraph on R

大兔子大兔子 提交于 2019-12-01 11:51:22
Suppose you have an graph that you've made from an edgelist, and there are a couple hundred vertices. What I'm looking to do is to identify the initial set of vertices from which all subsequent ones are related to (like a mother, or family tree). This is a data set that represents 'ice islands', large tabular sheets of ice that break off from glaciers and float around the sea. The initial fractures represent the root nodes. The subsequent vertices are re-observations of these pieces that are either smaller (melted islands), or pieces that have broken off (so the source vertex has a network of