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Search found 3659 results on 147 pages for 'david mesh'.

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  • Dynamically generate Triangle Lists for a Complex 3D Mesh

    - by Vulcan Eager
    In my application, I have the shape and dimensions of a complex 3D solid (say a Cylinder Block) taken from user input. I need to construct vertex and index buffers for it. Since the dimensions are taken from user input, I cannot user Blender or 3D Max to manually create my model. What is the textbook method to dynamically generate such a mesh? Edit: I am looking for something that will generate the triangles given the vertices, edges and holes. Something like TetGen. As for TetGen itself, I have no way of excluding the triangles which fall on the interior of the solid/mesh.

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  • A problem with texture atlasing in Unity

    - by Hamzeh Soboh
    I have the texture below and I need to get rectangular parts from it. I could finally combine meshes of different quads to improve performance, but I with quads of different tilings, this means different materials, then combining meshes will fail. Can anybody tell me how to have a part of that texture in C#? Such that all quads will be of the same material only then combining meshes passes. Thanks in advance.

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  • Can there be an Environment that Reacts to Weather changes in-game?

    - by The415
    Just to be straightforward, I am completely new to many aspects of coding and am searching for different specs and guidelines to aid me on my journey to crafting a wonderful game in Epic Games' Unreal Engine 4. I had some recent thoughts about the possibility of creating an environment in a game that interacts with weather (Rain, Snow, Storms) Is it possible to make an environment that can simulate weather changes in a game? I wrote notes on this for weeks now. I was thinking that an increase on environments occlusion maps was necessary for creating the effect of rain on windows, as well as making a flowing liquid surface on windows that is only visible in rain. I was also considering the idea of additive bump-maps on meshes for snow, to simulate accumulation. Are these elements dynamic in Unreal 4? Can I implement them?

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  • Unit turning in navmesh-based pathfinding

    - by Haddayn
    I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I have units of different shapes (mostly rectangles with different dimensions), and with different turn radii. Additionally some of units can turn in place, and some can move in reverse. So, how to find a path which unit can follow, considering that it can not rotate easily?

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  • Generate 2D cross-section polygon from 3D mesh

    - by nornagon
    I'm writing a game which uses 3D models to draw a scene (top-down orthographic projection), but a 2D physics engine to calculate response to collisions, etc. I have a few 3D assets for which I'd like to be able to automatically generate a hitbox by 'slicing' the 3D mesh with the X-Y plane and creating a polygon from the resultant edges. Google is failing me on this one (and not much helpful material on SO either). Suggestions?

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  • Windows 8 folder to folder sync software

    - by Danny
    I'm looking for direct folder to folder synchronization in Windows 8. I was previously using Live Mesh to accomplish this, but now it looks like that is no longer an option. Note that I'm talking about direct folder to folder sync between different computers, not syncing to the cloud. I'm aware of products like Google Drive, SkyDrive, Dropbox, etc. The problem with them is the space limitation. Basically, I was syncing important files before between my desktop and all of my laptops. One folder for example is My Pictures. This folder has almost 40 gigs of files, which is why the options listed above are not going to work for me. Just need direct syncing, nothing stored on the cloud. I was told by a Microsoft employee that SkyDrive would be replacing Mesh and would provide all the same functionality. So far this looks to be completely false, since the ability to remote desktop is gone along with folder to folder sync. Unless I'm just missing something?

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  • 3D Mesh Joining

    - by morlst
    I have 2 (or more) intersecting meshes, which require joining into 1 mesh object. I want to have some control over the resulting seam vertex insertion, so looking to write myself rather than use a library. Has anyone come across some open source code to base the algorithm on / ideas on the process? Initial impressions are: 1. Present in every 3D modelling program - mostly reinventing existing process (hence search for examples) 2. Potential for fiddly-ness around the polygon face direction and just touching conditions. (see above point)

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  • List of resources for database continuous integration

    - by David Atkinson
    Because there is so little information on database continuous integration out in the wild, I've taken it upon myself to aggregate as much as possible and post the links to this blog. Because it's my area of expertise, this will focus on SQL Server and Red Gate tooling, although I am keen to include any quality articles that discuss the topic in general terms. Please let me know if you find a resource that I haven't listed! General database Continuous Integration · What is Database Continuous Integration? (David Atkinson) · Continuous Integration for SQL Server Databases (Troy Hunt) · Installing NAnt to drive database continuous integration (David Atkinson) · Continuous Integration Tip #3 - Version your Databases as part of your automated build (Doug Rathbone) · How the "migrations" approach makes database continuous integration possible (David Atkinson) · Continuous Integration for the Database (Keith Bloom) Setting up Continuous Integration with Red Gate tools · Continuous integration for databases using Red Gate tools - A technical overview (White Paper, Roger Hart and David Atkinson) · Continuous integration for databases using Red Gate SQL tools (Product pages) · Database continuous integration step by step (David Atkinson) · Database Continuous Integration with Red Gate Tools (video, David Atkinson) · Database schema synchronisation with RedGate (Vincent Brouillet) · Database continuous integration and deployment with Red Gate tools (David Duffett) · Automated database releases with TeamCity and Red Gate (Troy Hunt) · How to build a database from source control (David Atkinson) · Continuous Integration Automated Database Update Process (Lance Lyons) Other · Evolutionary Database Design (Martin Fowler) · Recipes for Continuous Database Integration: Evolutionary Database Development (book, Pramod J Sadalage) · Recipes for Continuous Database Integration (book, Pramod Sadalage) · The Red Gate Guide to SQL Server Team-based Development (book, Phil Factor, Grant Fritchey, Alex Kuznetsov, Mladen Prajdic) · Using SQL Test Database Unit Testing with TeamCity Continuous Integration (Dave Green) · Continuous Database Integration (covers MySQL, Perason Education) Technorati Tags: SQL Server,Continous Integration

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  • Program for Synchronizing folders across multiple computers automatically

    - by Mcad001
    I work in a company of about 20 people, I need to share some files with all of them in a folder(s) (files are constantly changed by me).., so they need to get the latest changed file automatically (pushed to their computer) What's the best program/system for this task? I need to be able to administrate their read/write access to the folder on a user level. Windows Live Mesh seemed to be perfect for me, but unfortunatly there's a limit of only 9 people in that system.

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  • Interview de David Booth et Jevgeni Kabanov de la société ZeroTurnaround au sujet de JRebel, leur ou

    Bonjour, David et Jevgueni, de la société ZeroTurnaround, éditeur de l'outil de productivité JRebel pour le développement Java, ont accepté de répondre à nos questions sur leur société et leur produit phare. Retrouvez l'interview en ligne : http://java.developpez.com/interview...around/jrebel/ Y-a-t'il d'autres questions que vous auriez aimé soumettre à ZeroTurnaround ? Voir aussi : ZeroTurnaroun...

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  • MsMpEng.exe (Windows Defender?) uses a lot of CPU at startup and runs two instances on a single core

    - by dlamblin
    I'm using Windows XP Professional SP2 on a single core AMD64 processor, and I've got two instances of MsMpEng.exe starting up when I start up and log in. They use 64MB and 32MB of ram and 140MB and 80MB of virtual memory, and fluctuate around 80% CPU usage for about 5 minutes at start up. They are (I read) associated with Windows Defender, but I'm concerned about: There's two of them, everything I read generally has only one reported. They might be scanning each other, and I want that to stop. They might be getting scanned by avgrsx.exe (AVG Free 8) (uses about 16Mb v ram) They might also be scanning moe.exe (assosciated with ms live mesh, which I'm considering getting rid of) Lastly I have Microsoft Security Essentials. I don't know the process name associated there. The main concern of mine (apart from the double instances) is that these are all trying to prioritize scanning each other at once except maybe moe.exe. This might seem legitimate but is likely a useless drain on resources. Have I made a mistake in having all of these installed, or is there a way to inform them not to do whatever they're doing that's taking about 5+ minutes at start up? [I also have Google Desktop, but I'm keeping that.] Comment if none of this makes sense to you.

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  • PHP to Mesh 2 PDF'S Together or not?

    - by Justin
    I have an already pre-designed PDF, and I would like to fill the PDF with some database information. So I'm curious if I should save the PDF into JPG's and render them out with the data on top of the image and re-create a PDF. Or is there a way to use the PDF already, and print data into the PDF that is already made? I am trying to figure out the best solution to generating this type of PDF. All thoughts would be greatly appreciated!

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  • how to tile 3D mesh with image brush in XAML

    - by MC9000
    I have a 2D square in a ViewPort3D that I want to do a tiling of an image (like a checkerboard or flooring with "tiles" effect). I've created an image brush (the image is 50x50 pixels, the surface 250x550 pixels) and a viewport (trying to follow MS's site - though their example is for 2D), but only 1 of the colors in the "tile" image shows up and no tiling is seen. I can't find a single example on the Internet and MS's site has no info (that I can find) on 3D XAML anywhere, so I'm stumped as how to actually do this. <Viewport3D> <Viewport3D.Camera> <PerspectiveCamera Position="125,790,120" LookDirection="0,-.7,-0.25" UpDirection="0,0,1" /> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup> <AmbientLight Color="white" /> <GeometryModel3D> <GeometryModel3D.Geometry> <MeshGeometry3D Positions="0,0,0 250,0,0 250,550,0 0,550,0 " TriangleIndices="0 1 3 1 2 3 "/> </GeometryModel3D.Geometry> <GeometryModel3D.Material> <DiffuseMaterial> <DiffuseMaterial.Brush> <ImageBrush ViewportUnits="Absolute" TileMode="Tile" ImageSource="testsquare.gif" Viewport="0,0,50,50" Stretch="None" ViewboxUnits="Absolute" /> </DiffuseMaterial.Brush> </DiffuseMaterial> </GeometryModel3D.Material> </GeometryModel3D> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D>

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  • Mesh simplification

    - by Amrita
    I wish to develop a softare for 3D object compression (by polygon reduction) in flex using papervision 3D. Could you please suggest me an efficient algorithm for the same?

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

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  • Can we use Google Earth images by applying our Unity3D mesh ?

    - by Jake M
    We are developing a commercial app for iOS and Android. The app will display development plans(architectural drawings) in a real world 3D environment. The app will work by creating a Unity3D mesh, applies a google earth image as the texture then draws out 3d lines(architectural drawings) over the Unity Mesh. Question: We are unsure if this is allowed under Google's terms and agreements? See quoted text below. In the bold text below its a little vague whether what we are doing(explained above) is violating their terms and agreements. What do you think? Does anyone know how we contact google to ask them? You may not mass download or use bulk feeds of any Content, including but not limited to extracting numerical latitude or longitude coordinates, geocoding, text-based directions, imagery, visible map data, or Places data (including business listings) for use in other applications. You also may not trace Google Maps or Earth as the basis for tracing your own maps or geographic materials. For full details, please read section 10.3.1 of the Maps/Earth API Terms of Service. Does anyone have any advice/experience dealing with this stuff?

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  • Apache: domains working fine, subdomains not working anymore

    - by David Lawson
    Hi there, I'm not sure when, but suddenly subdomains aren't working on my server. e.g. www.davidlawson.co works, but david.lawson.co isn't working. <VirtualHost 173.203.109.191:80> ServerAdmin [email protected] ServerName david.lawson.co ServerAlias davidlawson.co ServerAlias www.davidlawson.co DocumentRoot /var/www/lawson/david <Directory /var/www/lawson/david/> Options -Indexes FollowSymLinks MultiViews AllowOverride All Order allow,deny allow from all </Directory> ErrorLog /var/log/apache2/lawson/david/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog /var/log/apache2/lawson/david/access.log combined </VirtualHost> Any suggestions on how to debug this further, or what the problem might be?

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  • Matlab multiple graph types inside one graph

    - by mirekys
    Hi, I have a task to draw electrostatic field between two electrodes( at given sizes and shape ), what i have now is that i draw the electrodes with area plot (area(elect_x,elect_y)) the graph looks like this: ------------------.--- |.. .---. |.. |...| |.. .----....| |.. |........| |.. ---------------------- and now i would need to draw inside this probably a mesh, showing the field. Is there any way to do it, or i´m on a wrong way? Thank you very much for every guide

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  • best method of turning millions of x,y,z positions of particles into visualisation

    - by Griff
    I'm interested in different algorithms people use to visualise millions of particles in a box. I know you can use Cloud-In-Cell, adaptive mesh, Kernel smoothing, nearest grid point methods etc to reduce the load in memory but there is very little documentation on how to do these things online. i.e. I have array with: x,y,z 1,2,3 4,5,6 6,7,8 xi,yi,zi for i = 100 million for example. I don't want a package like Mayavi/Paraview to do it, I want to code this myself then load the decomposed matrix into Mayavi (rather than on-the-fly rendering) My poor 8Gb Macbook explodes if I try and use the particle positions. Any tutorials would be appreciated.

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