# mcmonkey

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1. ## Height of a 3D triangle

Let's say I have two triangles in a 3D space The triangles are, of course, made from 3 coordinates (each coordinate an X/Y/Z set) First Triangle: X1 = 0, Y1 = 0, Z1 = Dynamic X2 = 1, Y2 = 0, Z2 = Dynamic X3 = 1, Y3 = 1, Z3 = Dynamic Second Triangle: X1 = 0, Y1 = 0, Z1 = Dynamic X2 = 1, Y2 = 1, Z2 = Dynamic X3 = 1, Y3 = 0, Z3 = Dynamic   ... So, basically, a square that's cut through the middle (and bends on that cut)   Each Z value for each is known, but varies from instance to instance. And they vary independently.   If I have a position (Say, X=0.13,Y=0.73) How would I calculcate what the Z of the triangle will be at that position? (I'm hoping for an equation or pseudocode that will calculate the value without using raytracing or any expensive functions like that)
2. ## (Solved)Render 3D Triangle List

... Aaaand now I'm embarassed. There was nothing wrong with my code - just I was expecting a white triangle, and got a triangle that's pitch black, same as that area's background. DIscovered this when I tried using a larger triangle. (Thanks for trying to help though.)
3. ## (Solved)Render 3D Triangle List

Nope. I have culling off.
4. ## (Solved)Render 3D Triangle List

Bump. Need help. I've no idea what's going wrong here.
5. ## (Solved)Render 3D Triangle List

Thanks but it didn't help. The triangle is still invisible.
6. ## (Solved)Render 3D Triangle List

I want to render semi-dynamic 3D models... the built in Model class won't work. So I thought I'd use a simple array of Vertices and render triangles from that... I've looked all around the internet, and cannot figure out how to do it. Here's what I'm currently trying:         public static VertexPositionNormalTexture[] MapMesh = new VertexPositionNormalTexture[1];         public static void GenMesh()         {             MapMesh = new VertexPositionNormalTexture[3];             MapMesh[0].Position = new Vector3(-0.5f, -0.5f, 0f);             MapMesh[1].Position = new Vector3(0, 0.5f, 0.1f);             MapMesh[2].Position = new Vector3(0.5f, -0.5f, 0f);         }         public static void DrawMesh(GraphicsDevice device)         {             device.DrawUserPrimitives(PrimitiveType.TriangleList, MapMesh, 0, MapMesh.Length/3);             Models.drawmodel(Models.cube, new Vector3(-1, -1, -5), Vector3.Zero, Textures.textures[Console.constext], Vector3.One);         } GenMesh is called once, DrawMesh is called in the Draw loop somewhere shortly after the code // effect is a BasicEffect.                 effect.View = (camera.ViewMatrix);                 effect.Projection = (camera.ProjectionMatrix);                 effect.World = (Matrix.Identity);                 effect.TextureEnabled = true;                 effect.Texture = Textures.White;                 foreach (EffectPass pass in effect.CurrentTechnique.Passes)                 {                     pass.Apply();                 } the drawmodel(Models.cube bit is just so I can make sure I've pointed the camera at the right spot. All I see is the cube, no triangle. - Also, I have CullMode set to None. What am I missing here?