A list of puns related to "Triangle Strip"
Before I get started here, please let me know if there is a more appropriate sub reddit for these kinds of mathematical questions/topics, moving on...
I am researching a very peculiar model file (NJA) and have been trying to reconstruct the way that it generates triangle strip instructions, so that I can auto generate the instructions based on vertices from any OBJ file.
To put this more in general terms, I will produce some psuedo-code.
Lets say there is a cube with the following vertices and they are added into a list type object, e.g., array list.
VERT0 = (-1, -1, 1),
VERT1 = (-1, 1, 1),
VERT2 = (-1, -1, -1),
VERT3 = (-1, 1, -1),
VERT4 = ( 1, -1, 1),
VERT5 = ( 1, 1, 1),
VERT6 = ( 1, -1, -1),
VERT7 = ( 1, 1, -1),
cubeArrayList = [VERT0, VERT1, VERT2, VERT3, VERT4, VERT5, VERT6, VERT7]
Now that the verts have IDs, triangles can be constructed from those points to form a cube, each "half" below refers to half of a quad (or a single triangle). I have hand written and tested the following instructions, and they do produce a cube -
//Instead of writing "cubeArrayList[0], cubeArrayList[1]",
//I will refer to each index of "cubeArrayList" as individual integers.
TriangleStrip0 = 0, 1, 2 //Left bottom half
TriangleStrip1 = 2, 1, 3 //Left top half
TriangleStrip2 = 3, 2, 6 //Back bottom half
TriangleStrip3 = 6, 3, 7 //Back top half
TriangleStrip4 = 6, 7, 4 //Right bottom half
TriangleStrip5 = 4, 5, 7 //Right top half
TriangleStrip6 = 5, 4, 0 //Front bottom half
TriangleStrip7 = 5, 0, 1 //Front top half
TriangleStrip8 = 5, 1, 3 //Roof bottom half
TriangleStrip9 = 5, 3, 7 //Roof top half
TriangleStrip10 = 0, 4, 2 //Floor bottom half
TriangleStrip11 = 0, 6, 4 //Floor top half
So my question is, since I hand written the triangle drawing instructions, is there a known way to auto generate them instead? I know it is possible in some way, but not sure where to research so I can find out how.
I recently got to know about the GL_TRIANGLE_STRIP mode for rendering triangles of a mesh. Previously when I was doing just 2D, I was able to render a simple quad using GL_TRIANGLE_STRIP. But now I have stepped into 3D and wish to render a cube. I got the basic cube with vertex colors working using this as a reference. But I wish to make the cube textured too. For achieving that I know that I need to specify the UV coordinates for the vertices as if each face is rendered separately in order to render the texture onto the cube uniformly.
I want to know if it's possible to do that with GL_TRIANGLE_STRIP as my rendering mode. Or do I need to step down to using GL_TRIANGLES for having a textured cube?
Currently, my shader takes the vertex position as the vertex color.
Hi there. I'm making this text box using triangle strips. The tip of the text box arrow can point anywhere on screen (currently using the mouse position). Right now though, the border around the tip of the text box arrow does not have a consistent width, which I would like it to. As you can see here, at an angle, one side is a lot thinner than the other side. Does anyone have advice for a good way to position these vertices in order to maintain a consistent border width?
https://preview.redd.it/73j8iqnokj471.png?width=2438&format=png&auto=webp&s=97877cb4e24c7a2c0d71b1da1922f2d98436e7bf
function triangleStripPoint( xx, yy )
{
draw_vertex_texture( xx, yy, ( xx / 2560 ), ( yy / 1440 ) );
}
var speakerPosition = [mouse_x, clamp( mouse_y, 550, 800 )];
var arrowStart_struct = animcurve_get( ac_textboxArrow );
var arrowStart_channel = animcurve_get_channel( arrowStart_struct, "curve_textboxArrow" );
var arrowStartOffset = animcurve_channel_evaluate( arrowStart_channel, ( speakerPosition[0] / 2560 ) );
var arrowWidth = 70;
draw_primitive_begin_texture(pr_trianglestrip, sprite_get_texture(spr_Test,1) );
//top
triangleStripPoint( 197.677, 75 );
triangleStripPoint( 208.027, 100 );
triangleStripPoint( 2362.323, 75 );
triangleStripPoint( 2351.973, 100 );
//corner top-right
triangleStripPoint( 2405, 117.677 );
triangleStripPoint( 2380, 128.027 );
//right
triangleStripPoint( 2405, 442.323 );
triangleStripPoint( 2380, 431.973 );
//corner bottom-right
triangleStripPoint( 2362.323, 485 );
triangleStripPoint( 2351.973, 460 );
//bottom-right
var textboxCenter = [1280, 280];
var arrowDirection = point_direction( textboxCenter[0], textboxCenter[1], speakerPosition[0], speakerPosition[1] );
triangleStripPoint( ( arrowStartOffset + 12.5 + arrowWidth ), 485 );
triangleStripPoint( ( arrowStartOffset - 12.5 + arrowWidth ) , 460 );
//point-in
triangleStripPoint( speakerPosition[0] + lengthdir_x(40, arrowDirection ) , speakerPosition[1] + lengthdir_y( 40, arrowDirection ) );
triangleStripPoint( speakerPosition[0], speakerPosition[1] );
//point_out
triangleStripPoint( ( arrowStartOffset - 12.5 - arrowWidth ), 485 );
triangleStripPoint( ( arrowStartOffset + 12.5 - arrowWidth ), 460 );
//bottom-left
triangleStripPoint( 197.677, 485 );
triangleStripPoint( 208.027, 460 );
//corner bottom-
... keep reading on reddit β‘Let' say I UV unwrap a large texture over a detailed mesh. Z-buffer is turned on, nothing is transparent, so I can render in any order. There was some famous code to triangle strip the Standford bunny. So when I go along this strip, can I scroll the texture buffer to load only the delta? If I want to improve on this I could render all instances of this mesh at the same time ( still: z-buffer is turned on).
I understood that the N64 uses the texture buffer, to focus on writing to the frame buffer. How can it use a z-buffer? Are the z-values interleaved with the color values (like on r/AtariJaguar) ? Does the screen readout use z-values (for fog, or for sprite z-check)? Seems kinda like a waste of memory. Or does the N64 interleave two frame buffers with one z-buffer (all of them occur once per page)? Front to back rendering with z-buffer reduces the number of write accesses to the frame buffer.
Edit:
Okay, it has four banks DRAM (unified) and four banks SRAM for textures
https://forums.nesdev.com/viewtopic.php?f=23&t=16414
Oh, 4 pages are not enough. Most of this has pauses: screen, refresh, texture->blender, CPU stuff.
I would be cool to have some LOD system which can target the deadline when the frames switch. This may increase some popping in the distance..
I used to use GL_TRIANGLE_STRIP on my planetary render, I have switched to GL_PATCHES and drawElement does not render it correctly anymore. Is there anyone able to indicate the best approach on moving from triangle strip to gl patches? I have googled and found little to no material regarding this.
Thanks in advance
I am trying to create a triangle strip in P3D renderer whose triangles have different solid colors.
beginShape(TRIANGLE_STRIP);
fill(0,255,0);
vertex(0,0);
vertex(100,0);
vertex(0,100);
fill(255,0,0);
vertex(100,100);
endShape();
Executing this code with the default 2D renderer gives the left square on this image. This is what I want in 3D. However, executing the same code with P3D renderer gives the right square. The renderer decides to create gradients between vertex colors. Does anyone know how to avoid this gradient and have solid colors in triangles?
Considering that bow stalker gets high dex, is it better for the strip archetype?
Also how is strip probability computed?
Hi there! I plan to see my dentist regarding this issue for sure, but I know there will likely be a 2-3 week wait (if not longer due to Holidays) and I'm a bit worried .
Last weekend I used Crest Whitening Strips (the gentle ones, mind you) on my teeth for about an hour, which I've been doing for years with mild irritation for a day. I usually only use them 1-2 times a week max, and last weekend was the first time in over a month. Anyways, I noticed later that same evening (probably 4-5 hours after whitening) that I suddenly had developed tiny black triangles in between several of my front teeth including my front 2, which is quite terrifying!
My last cleaning was probably 4-5 months ago and I believe I had X-rays done as well and my Dentist did not mention any signs of newly developed bone loss. I had braces in my 20's so I do have had some gum recession due to that, but it seemed stabilized over the years. I brush 2x and floss daily, and also pay very close attention to my teeth because they were a big investment for me, so this took me by a complete surprise.
After lots of research, I'm planning to do Bioclear treatment to fill in the gaps since it seems unlikely there's anything else I can do. I'm curious if anyone else has experienced anything similar, or has any explanation for how my gums could have receded so much in multiple areas and only became obvious after using whitening strips.
I would like to implement a line in 3d space that has a constant thickness regardless of where the camera position is relative to it. For my approach, I am creating a line via a triangle strip. (If there is something more efficient, let me know, but I might like to apply a gradient to the line, so GL_LINES isn't sufficient).
I'm guessing I need to use shaders for this task, but I am not sure how to accomplish it.
Can someone point me toward a good resource for this, or provide sample code to get me started?
Table saw blade tilt to 45 degree stopped working for some reason and I can't get the saw to tilt further than 40 degrees.
How would you cut a triangular/wedge shape without a table saw? I have other power tools (no bandsaw though) and hand tools but just cant' seem to wrap my head around how to make a clean cut on this. Any tips would be appreciated!
Pic on what I'm trying to make. I have strips that are uncut or if it would be easier I can make a wedge strip out of a wider board.
http://i.imgur.com/OrwE0Qb.png
Hi there,
Feel like I'm missing something really basic here, anyway here goes.
I've currently got two vectors of vertices which I've been able to render as points and as lines however now I'm trying to render them as a triangle strip I've gotten a little confused.
The two vector of vertices are parallel and in theory one side would have the vectors v0, v2, v4 and so on with the opposite vector housing v1, v3, v5. Therefore in this case it should be easy rendering the triangle strip however when I assigned both vector of vertices into one vector, in order to put them onto the a vbo, the triangle strip failed to render.
I'm inclined to believe that something went wrong with the order of the vertices when I assigned them to the single vector. Any hints pointing in the general direction of a solution would be much appreciated.
Thanks v.much
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