I'm trying to create a very specific geodesic tessellation, but I can't find anything online about it.
It is normal to subdivide the triangles of an icosahedron into triangle patches and project them onto the sphere. However, I noticed an animated GIF on the Wikipedia entry for Geodesic Domes that appears not to follow this scheme. Geod...
Dear All:
I am trying to learn how to use the Direct3D function D3DXTessellateRectPatch:
msdn.microsoft.com/en-us/library/bb205471(v=VS.85).aspx
I have found the MSDN documentation quite useful and have been able to implement tessellation of a
single rectangle patch.
I am now trying to tesselate a mesh that consists of thirty two bicu...
I want to implement tessellation transition from fine to coarse geometry and vice versa for terrain rendering which doesn't introduce discontinuities (cracks).
Real-time performance is not required i.e. it can be view-independent.
What do you think about the following proposal:
?
Is it even possible?
Have you implemented something si...
Hello!
Right my own 3d engine (which I'm currently developing) has a very limited abilities in terms of geometry rendering and I want to expand it.
What I'm interested in is how-it-should be done in terms of storing the geometrical objects and drawing them.
For now my abstraction only supports rendering geometry as generic lists of t...
Can you render NURBS on the GPU with DirectX 11? I've been reading up on current trends to rendering surfaces like these, but I don't see anything on NURBS.
I found some related references, but nothing solid... like "Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches" by Charles Loop and Scott Schaefer.
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...
Hello !
I tried googling and searching on stack but I didn't find anything :-(
( http://stackoverflow.com/questions/2842339/mapping-irregular-shapes-or-other-polygons-cartoons-sprites-to-triangles-in-op )
I want to draw a filled polygon in OpenGL ES on iPad (2D, don't need 3D)
(I'm new to OpenGL && OpenGL ES)
It seems simple on OpenGL ...