Category : 3d

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 ..

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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 ..

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