I found a youtube vide which might help. I don't know whether it will help though. Does THIS help?...
model,uml,conceptual,3d-modelling,graph-modelling-language
Your model is missing association ends, which are very important. They confer semantics and multiplicities in both directions. An implementation model would be: |Monkey|--eatingMonkey[0..1]---------eatenBanana[0..*]--|Banana| That prevents the banana from being eaten by more than one Monkey. This is pidgin UML, so I hope you understand how to make a UML...
3d,geometry,minecraft,3d-modelling
1.create render engine for your model directly to 3D matrix not on screen (Volume rendering) either use own soft render OpenGL + GLSL 2.clear matrix with empty color 3.render your model to matrix no CULL_FACE removal no Z buffer no PERSPECTIVE projection !!! 4.fill inside of mesh cast ray for...
opengl,3d,directx,gaming,3d-modelling
Terrain generation is highly dependent on the game's requirements, not necessarily on the advantages and disadvantages of a particular generation method. There are essentially three categories of approaches which are widely used, which may be combined for a final solution: Modelled in DCC tools (potentially using terrain generation plugins), and...
Since glVertexPointer() (and the other gl<Foo>Pointer() calls) are deprecated in OpenGL 3 and later, I'm assuming that you're not currently using an OpenGL 3+ core profile. There are two methods of instanced rendering which are potentially available, both provided via extensions; ARB_Draw_Instanced and ARB_Instanced_Arrays. Either, both, or neither might be...
The indexed mesh is, by far, the most popular and used by at least Maya, LW, 3DS Max, and Modo. I'm not sure about XSI and Cinema 4D (haven't looked into their SDKs quite as much). Wings3D uses winged edges, as its name implies, as did Mirai and Nendo from...