Grindstone Game Engine v0.2.0
An open source game engine and toolkit.
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Meshes in computer graphics are three-dimensional points in space that are connected into a group of shapes, which define the shape of an object. In Grindstone, triangles are stored in MeshAsset
s.
Meshes can be used in a scene with MeshComponent
s, but will not show a visible result without MeshRendererComponents
s, which reference Materials.
Meshes are built using vertices and indices.
A vertex buffer contains, for each point in space, at least some of the following parameters:
Parameter | Description |
---|---|
Position | The position (x, y, z) of the point in three dimensional space. |
Normals | The direction perpendicular (90 degrees away) from this face. |
Tangents | The direction parallel (along) this face. Used for normal mapping. |
TexCoord0 | The 2d coordinates (x, y) that will be used to wrap a texture onto the surface. |
TexCoord1 | Additional texture coordinates, often used for lightmaps. |
An index buffer is a list of indices, or numbers that specify the orders of the vertices in the vertex buffer. Usually used so that three indices refer to one triangle, so for example, 0 1 2 1 2 4
can provide two triangles with shared verices that may be used to build a rectangle.