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  1. Hi, I have a small piece of code that displays models using Ogre3d on Linux as a wireframe. The renderer is GL3+. The problem is that I now need to render it as a solid wireframe and it was suggested that I use a shader to make it more professional looking as opposed to doing two passes, one for the wires and one for the solid surfaces which could have z-fighting issues and doesn't appear as nice. So my question is, how might I go about this with a shader as I've never done a shader before. Any help much appreciated.
  2. The winding I know, but I've not yet drawn or calculated the normals as I'm a bit confused on that. Isn't there a normal for each side? Or is the normal only on the side where I choose the winding order?
  3. I have a small mesh of triangles and I'd like to know how to tell which side is the top and which side is the bottom. E.g., I have a cube and I'm looking for the interior of the cube as well as the external side of it. Eventually, I'd like to show volumes of my models. Or if you know of any good links that talk about this, please post.
  4. Hi, Can somebody explain to me normals? Am I correct to say a normal points in one direction? How to find that direction? If I draw a triangle, how is the normal calculated and drawn? Or maybe some good links that describe it? Thanks,
  5. Sorry, it's like this. " ... you have a list of vertexes and a second list of triangles, which is actually a list of sets of 3 indexes into the vertex list." So the file is stored as a list of vertices, x, y, and z. Then the next section is a list of triangles which contains a set of indices into the vertex list.
  6. That's pretty much exactly how it is. All very helpful, thanks for the thoughts.
  7. I think starting off, this is a pre-processing step where brute-force would work, and then I would eventually like to do cases where there may be small tolerances between the edges and yet still be considered shared. But for now, it's safe to say yes, the vertices share position.
  8. I have large vectors of triangles that make up a mesh for a given model. What I would like to do is find a way to iterate through the mesh looking for shared edges, then move on to the next triangle until I have searched every triangle in the mesh. The triangles are ordered in a vector as I read them from a file, but it may be that there's a better way to setup for this type of search. Can anyone point to some resources that would help me figure out how to find shared edges?
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