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    • By elect
      ok, so, we are having problems with our current mirror reflection implementation.
      At the moment we are doing it very simple, so for the i-th frame, we calculate the reflection vectors given the viewPoint and some predefined points on the mirror surface (position and normal).
      Then, using the least squared algorithm, we find the point that has the minimum distance from all these reflections vectors. This is going to be our virtual viewPoint (with the right orientation).
      After that, we render offscreen to a texture by setting the OpenGL camera on the virtual viewPoint.
      And finally we use the rendered texture on the mirror surface.
      So far this has always been fine, but now we are having some more strong constraints on accuracy.
      What are our best options given that:
      - we have a dynamic scene, the mirror and parts of the scene can change continuously from frame to frame
      - we have about 3k points (with normals) per mirror, calculated offline using some cad program (such as Catia)
      - all the mirror are always perfectly spherical (with different radius vertically and horizontally) and they are always convex
      - a scene can have up to 10 mirror
      - it should be fast enough also for vr (Htc Vive) on fastest gpus (only desktops)

      Looking around, some papers talk about calculating some caustic surface derivation offline, but I don't know if this suits my case
      Also, another paper, used some acceleration structures to detect the intersection between the reflection vectors and the scene, and then adjust the corresponding texture coordinate. This looks the most accurate but also very heavy from a computational point of view.

      Other than that, I couldn't find anything updated/exhaustive around, can you help me?
      Thanks in advance
    • By drcrack
      It is a combination of fundamental RPG elements and challenging, session-based MOBA elements. Having features such as creating your unique build, customizing your outfit and preparing synergic team compositions with friends, players can brave dangerous adventures or merciless arena fights against deadly creatures and skilled players alike.

      This time with no grinding and no pay to win features.

      We're still looking for:
      1) 3D Character Artist
      2) 3D Environment Artist
      3) Animator
      4) Sound Designer
      5) VFX Artist

      Discord https://discord.gg/zXpY29V or drcrack#4575
    • By KarimIO
      Hey guys! Three questions about uniform buffers:
      1) Is there a benefit to Vulkan and DirectX's Shader State for the Constant/Uniform Buffer? In these APIs, and NOT in OpenGL, you must set which shader is going to take each buffer. Why is this? For allowing more slots?
      2) I'm building an wrapper over these graphics APIs, and was wondering how to handle passing parameters. In addition, I used my own json format to describe material formats and shader formats. In this, I can describe which shaders get what uniform buffers. I was thinking of moving to support ShaderLab (Unity's shader format) instead, as this would allow people to jump over easily enough and ease up the learning curve. But ShaderLab does not support multiple Uniform Buffers at all, as I can tell, let alone what parameters go where. 
      So to fix this, I was just going to send all Uniform Buffers to all shaders. Is this that big of a problem?
      3) Do you have any references on how to organize material uniform buffers? I may be optimizing too early, but I've seen people say what a toll this can take.
    • By ANIO chan
      Hi, I'm new here and would like to get some help in what i should do first when designing a game? What would you consider to be the best steps to begin designing my game? Give resources with it as well please.
    • By lucky6969b
      How do you handle situations where the physics engine produces a 129x129 height field which results in 2M vertexes for every frame. The frame rate suffers a lot, and drops to 2-3 fps.
      Is there a way to reduce the traffic or burden over the graphics card? Is the technique of LOD and progressive mesh still apply?
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3D Can't Validate a mesh [pic attached]

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When calling on a specific mesh to validate, it can't pass the function. However, other meshes go okay, just that one. I am using D3DXValidMesh function


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When a mesh contains some degenerative faces, how do I get rid of them programatically?

I don't care if they are intentional lines or things like that. I am just testing it.


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Sorry, but:

You post alot of questions, more or less one new thread each other day. If everybody did that nobody would be able to keep up with all those new threads.

When I resort to starting a thread on this forum, I've first done all I can to research an answer myself - which can take days sometimes of trial and error, reading (sometimes advanced/cryptic) research papers and forum posts here and elsewhere. That usually stops me from asking here, because I found the answer myself before it got to that.

You just seem to encounter something you don't know how to solve, and start a thread about it. Frequently.

There's so much value in finding your own answers whenever it's possible, and understanding why the answer works - instead of just getting the answer handed to you.


I don't know if I'll get flak for this, but just wanted to voice that I'm getting a little annoyed by all the threads you start, measured against how I see other people use this forum. Many times, your threads aren't even very clear as to what the problem is, just a vague/unclear description and a wall of code which nobody wants to read through. Or, a simple 10 minute search would have provided the answer.


As to your question, I searched for 1 min and found https://user.xmission.com/~legalize/book/download/19-D3DX Mesh Objects.pdf - page 20 states that you can use D3DXCleanMesh to fix issues reported by D3DXValidMesh. 1 minute is all it took, with search term "D3DXValidMesh degenerated primitives".

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