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c++ Programming Glossary: vertex

Finding the centroid of a polygon?

http://stackoverflow.com/questions/2792443/finding-the-centroid-of-a-polygon

the centroid of a polygon I have tried for each vertex add to total divide by number of verities to get center. I'v.. compute2DPolygonCentroid const Point2D vertices int vertexCount Point2D centroid 0 0 double signedArea 0.0 double x0 0.0.. centroid 0 0 double signedArea 0.0 double x0 0.0 Current vertex X double y0 0.0 Current vertex Y double x1 0.0 Next vertex X..

Calculating normals in a triangle mesh

http://stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh

how to calculate the normals for this. Does each vertex have its own normals or does each triangle have its own normals.. geometry normals share improve this question Does each vertex have its own normals or does each triangle have its own normals.. in N dimensions you need a plane to calculate a normal. A vertex position is just a point and thus singular so you actually need..

OpenGL define vertex position in pixels

http://stackoverflow.com/questions/7377912/opengl-define-vertex-position-in-pixels

define vertex position in pixels I've been writing a 2D basic game engine.. position . That is I'm still trying to understand the vertex to pixels conversion mechanism of OpenGL. Can it be explained..

Image scaling (KeepAspectRatioByExpanding) through OpenGL

http://stackoverflow.com/questions/9011108/image-scaling-keepaspectratiobyexpanding-through-opengl

2 2.0f p_viewport 3 1.0 just simple ortho view for vertex coordinate to pixel matching glBegin GL_QUADS glTexCoord2f 0..

How can I find the actual path found by BFS?

http://stackoverflow.com/questions/9590299/how-can-i-find-the-actual-path-found-by-bfs

vertices to vertices which will map from each node v the vertex u that discovered v . You will populate this map during the..

Reading and writing C++ vector to a file

http://stackoverflow.com/questions/2469531/reading-and-writing-c-vector-to-a-file

fstream #include vector using namespace std struct Vertex float x y z typedef vector Vertex VertexList int main Create.. namespace std struct Vertex float x y z typedef vector Vertex VertexList int main Create a list for testing VertexList list.. std struct Vertex float x y z typedef vector Vertex VertexList int main Create a list for testing VertexList list Vertex..

What's a good C++ library for loading models for use in OpenGL?

http://stackoverflow.com/questions/4776408/whats-a-good-c-library-for-loading-models-for-use-in-opengl

use the vertices normals and texture coordinates with Vertex Buffer Objects. I don't really want to have to write my own..

Dijkstra Shortest Path with VertexList = ListS in boost graph

http://stackoverflow.com/questions/7156880/dijkstra-shortest-path-with-vertexlist-lists-in-boost-graph

Shortest Path with VertexList ListS in boost graph I am quite new to Boost graph. I am.. for finding Dijkstra Shortest Path algorithm which used VertexList vecS. I changed the vertex container to ListS. I learned.. Graph typedef boost graph_traits Graph vertex_descriptor Vertex typedef boost graph_traits Graph vertex_iterator Viter typedef..

Segmentation fault at glGenVertexArrays( 1, &vao );

http://stackoverflow.com/questions/8302625/segmentation-fault-at-glgenvertexarrays-1-vao

fault at glGenVertexArrays 1 vao My gdb backtrace gives gdb backtrace #0 0x00000000.. line 3 below Create a vertex array object GLuint vao glGenVertexArrays 1 vao glBindVertexArray vao This is a very common block.. array object GLuint vao glGenVertexArrays 1 vao glBindVertexArray vao This is a very common block to see in gl programming..

Modern OpenGL: VBO, GLM and Matrix Stacks

http://stackoverflow.com/questions/8951509/modern-opengl-vbo-glm-and-matrix-stacks

2.1. so as far as I learn... We need to generate our Vertex Buffer Objects from vertices indices normals colors uvs etc... glm value_ptr MVP or MVP 0 0 uniform mat4 MVP in vec3 Vertex void main void gl_Position MVP vec4 Vertex 1.0 instead of ftransform.. MVP in vec3 Vertex void main void gl_Position MVP vec4 Vertex 1.0 instead of ftransform QUESTION How we do hierarchical transformations..