[WebGL2.0][Basic]skinned model
Reene
Posted on November 3, 2024
1. Relative defination
Mesh
Definition of Triangle Count:
- The number of triangles in a mesh is determined by the complexity of the object you want to represent. For example:
- Simple Shapes: A simple cube only requires 12 triangles (6 faces, with each face consisting of 2 triangles).
- Complex Shapes: A detailed character model may require thousands or even millions of triangles, allowing for finer details such as facial features and clothing folds.
Primitive
Examples:
Triangle: This is the most basic primitive. Each triangle is defined by 3 vertices (positions) and associated attributes (like color, normals, etc.). During rendering, each triangle can be drawn individually.
Line Segment: This is another type of primitive. A line segment consists of 2 vertices and is commonly used to draw edges or connect points. For instance, line segments can represent the edges of a mesh.
Point: Points are also a primitive type, representing a single position. They are typically used to represent particles in a particle system or the position of lights.
Example
Suppose we are creating a 3D cube mesh:
Mesh Definition: This cube can be made up of 12 triangles. Each face has two triangles, together forming the shape of a cube.
Primitive Usage: When rendering this cube, we will utilize multiple primitives (triangles), each containing information about 3 vertices, along with their colors, normals, and other data.
This combination of meshes and primitives allows for the construction and rendering of complex objects in a 3D environment efficiently. If you have more questions or need further clarification, feel free to ask!
Posted on November 3, 2024
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