I’m trying to do mesh intersection using brute force approach, checking each triangle from mesh A against mesh B Right now I’m getting the result image, but with the blue area not there and not account for the intersection. for (size_t i = 0; i < tri_mesh_b.vertices.count; i += 3) { musa::Triangle triB{ tri_mesh_b.vertices[i], tri_mesh_b.vertices[i ..
Category : 3d
Is there a way to render a model into a separate render target while preserving its z-order, so the parts of the model that are hidden behind a wall are not rendered? Here is a visualization of what i want to achieve: Source: Windows Que..
I’m trying to do boolean geometry that I have two meshes and would like to compute the intersection between them. So I construct an octree from mesh A, and I check the vertices from mesh B against the octants, if there is an intersection, check the octant triangles for intersection, then I add the triangles, ..
I have several different structures labeled as GLMesh, and when I render those, I simply bind the next VAO for the next structure I want to render. This worked perfectly fine. However, now I’m at a point where OpenGL seems to think one of the structures is equal to another when I’ve never set them ..
My goal is to download the contents of a 3d file from a server and then generate a mesh with that data. I haven’t made any progress apart from some research into the topic. I am also a ue4 begginer but i am at home with c++. Source: Windows Que..
enter image description here i have data in x,y,z format,i want to draw such scatter plot for this data using c++.please recommend some library for that in C++. enter image description here Source: Windows Que..
Basically I saw a video about showing in OpenGL c++ a 3D object with a first person camera, the problem is that it was posted on YouTube 7 years ago and i think the OpenGL versión could be outdated. Is there anything like this in video or a article that could help me? To summarize ..
I am trying to expand my research from 2D image processing to 3D image proccessing. But I have poor knowledge about 3D, and there is too few information to start with it. So I got a few questions: Is 3D image known as cubic "2D image"? Which means compared with 2D, it only expands one ..
I am having a problem with the depth buffer/test not working. When I check with RenderDoc I see that the depth buffer is always just 1 where an object has been rendered: depth_example. I am expecting a sort of smooth gradient between black and white. I have been trying to fix this issue since yesterday ..
I’ve been trying to use the Intel Open Image Denoise library in my code but still have no luck as of now. Apparently it seems that I am not linking the library properly. Here’s what I’ve done so far: after compiling OIDN I moved the oidn directory to the directory where my path tracer code ..
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