UP_AND_ATOM Posted May 21, 2015 Share Posted May 21, 2015 I've got a fairly good understanding of how meshes keep track of their vertices, but how do they store data associated with faces? I've been searching through the documentation and digging into the mesh object locally, but I'm not understanding this yet. Are faces stored in a separate array, or is there an array that stores edge connections between vertices? How are faces stored and rendered? I've been able to extract screen coordinates for each vertex of a moving mesh, but I'm hoping to understand how that is turned into triangles during rendering. Thanks! Quote Link to comment Share on other sites More sharing options...
jerome Posted May 21, 2015 Share Posted May 21, 2015 The mesh underlying object that embbeds everything you want is called a VertexData object : http://babylondoc.azurewebsites.net/page.php?p=24994In this tuto, you will learn how to get/set it : http://pixelcodr.com/tutos/trees/trees.html Quote Link to comment Share on other sites More sharing options...
UP_AND_ATOM Posted May 21, 2015 Author Share Posted May 21, 2015 Fantastic, thank you. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.