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	<title>Game Rendering &#187; Triangle</title>
	<atom:link href="http://www.gamerendering.com/tag/triangle/feed/" rel="self" type="application/rss+xml" />
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		<title>Basic Triangle</title>
		<link>http://www.gamerendering.com/2009/06/02/basic-triangle/</link>
		<comments>http://www.gamerendering.com/2009/06/02/basic-triangle/#comments</comments>
		<pubDate>Tue, 02 Jun 2009 17:30:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Rendering Methods]]></category>
		<category><![CDATA[Binormal]]></category>
		<category><![CDATA[Face]]></category>
		<category><![CDATA[Normal]]></category>
		<category><![CDATA[Per-pixel lighting]]></category>
		<category><![CDATA[Tangent]]></category>
		<category><![CDATA[Texture Coordinates]]></category>
		<category><![CDATA[Triangle]]></category>
		<category><![CDATA[UV]]></category>
		<category><![CDATA[uvw]]></category>
		<category><![CDATA[Vertex]]></category>
		<category><![CDATA[Vertices]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=516</guid>
		<description><![CDATA[ 
  
The triangle is the basic geometry that is used when rendering. All other shapes of geometry you want to draw must be divided into triangles.

The triangle parts:

Face, the triangle itself, the area is what is gonna be rasterized (with normal fill mode at least).
Face normal, the normal to the plane which the triangle [...]]]></description>
			<content:encoded><![CDATA[<p> 
<div id="triangleWireFrameDiv"  ><a href="#" class="show3Dbutton" onClick="showApplet('triangleWireFrame');return false">  </a></div>
<p>The triangle is the basic geometry that is used when rendering. All other shapes of geometry you want to draw must be divided into triangles.</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/triangle.jpg"><img class="size-medium wp-image-518" title="Basic Triangle" src="http://www.gamerendering.com/wp-content/uploads/triangle.jpg" alt="Basic Triangle" width="347" height="165" /></a></div>
<p>The triangle parts:</p>
<ol>
<li>Face, the triangle itself, the area is what is gonna be rasterized (with normal fill mode at least).</li>
<li>Face normal, the normal to the plane which the triangle is parallell too. It is mostly used for calculating the vertex normal.</li>
<li>Vertex, a triangle has three vertices with x,y,z coordinates, they are located in the triangle corners. All transformations apply to these ones.</li>
<li>Edge, the line between vertices are called edges, a triangle has three edges. Are used for example shadow volumes.</li>
<li>Vertex normal, each vertex has a normal which decides the smoothness of the geometry.</li>
</ol>
<p>Other data often used per vertex:</p>
<ul>
<li>Tangent and Binormal for per pixel lighting</li>
<li>Texture coordinates (uvw-coords), sometimes more than one per vertex</li>
</ul>
<p>Tutorial to render a triangle in DirectX10<br />
<a href="http://msdn.microsoft.com/en-gb/library/bb172486(VS.85).aspx">http://msdn.microsoft.com/en-gb/library/bb172486(VS.85).aspx</a></p>
<p>Tutorial to render a triangle in OpenGL<br />
 <a href="http://60hz.csse.uwa.edu.au/workshop/workshop0/workshop1.html">http://60hz.csse.uwa.edu.au/workshop/workshop0/workshop1.html</a></p>
<p>Tutorial to render a triangle in XNA<br />
<a href="http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php">http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/The_first_triangle.php</a></p>
<p>Tutorial to render a triangle in OpenGL ES 2.0<br />
<a href="http://www.webreference.com/programming/opengl_es/">http://www.webreference.com/programming/opengl_es/</a></p>

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		<item>
		<title>Cull Levels</title>
		<link>http://www.gamerendering.com/2008/11/17/cull-levels/</link>
		<comments>http://www.gamerendering.com/2008/11/17/cull-levels/#comments</comments>
		<pubDate>Mon, 17 Nov 2008 20:07:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Culling]]></category>
		<category><![CDATA[Batch]]></category>
		<category><![CDATA[Bounding Box]]></category>
		<category><![CDATA[Cull]]></category>
		<category><![CDATA[Object]]></category>
		<category><![CDATA[Triangle]]></category>
		<category><![CDATA[Triangle Count]]></category>
		<category><![CDATA[View Frustum Culling]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=523</guid>
		<description><![CDATA[These are the different levels culling algorithms can work on.
Triangle Level
Description: Determine for each triangle if it should be culled or not.
Primary goal: Minimize triangle count.
Culling technique example: BSP 
Usage: Not used anymore, cost to much CPU.
Object Level
Description: Check each object (a group of triangles in one buffer) if they should be culled or not.
Primary goal: Minimize [...]]]></description>
			<content:encoded><![CDATA[<p>These are the different levels culling algorithms can work on.</p>
<p><strong>Triangle Level</strong></p>
<p>Description: Determine for each triangle if it should be culled or not.<br />
Primary goal: Minimize triangle count.<br />
Culling technique example: BSP <br />
Usage: Not used anymore, cost to much CPU.</p>
<p><strong>Object Level</strong></p>
<p>Description: Check each object (a group of triangles in one buffer) if they should be culled or not.<br />
Primary goal: Minimize triangle count and keep state changes low.<br />
Culling technique example: View Frustum Culling of Bounding Box Hierarchies<br />
Usage: Often used.</p>
<p><strong>Batch Level</strong></p>
<p>Description: Will check whole batches (a group of objects in one buffer)  if they should be culled or not.<br />
Primary goal: Minimize draw calls and triangle count.<br />
Culling technique example:  Uniform Grid Culling<br />
Usage: Often used.</p>

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		<title>Multisampling (Supersampling)</title>
		<link>http://www.gamerendering.com/2008/09/26/multisampling-supersampling/</link>
		<comments>http://www.gamerendering.com/2008/09/26/multisampling-supersampling/#comments</comments>
		<pubDate>Fri, 26 Sep 2008 17:35:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Filtering]]></category>
		<category><![CDATA[Antialiasing]]></category>
		<category><![CDATA[Multisampling]]></category>
		<category><![CDATA[Real-Time Rendering]]></category>
		<category><![CDATA[Supersampling]]></category>
		<category><![CDATA[Triangle]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=112</guid>
		<description><![CDATA[Because every pixel is normally only sampled once they cannot get the correct output if the whole pixel isn&#8217;t covered by one triangle. This is beacuse the sample can only get it&#8217;s colour (and other properties) from one triangle. In the contour of a model this is very apparent and if no multisampling is enabled then [...]]]></description>
			<content:encoded><![CDATA[<p>Because every pixel is normally only sampled once they cannot get the correct output if the whole pixel isn&#8217;t covered by one triangle. This is beacuse the sample can only get it&#8217;s colour (and other properties) from one triangle. In the contour of a model this is very apparent and if no multisampling is enabled then the edges will be jagged and appear very annoing. This effect is called aliasing and to deal with it we would need unlimited with samples in the pixel and blend them together, but it&#8217;s not possible with the current hardware. Instead we have to accept only taking two, four or more samples and hope it&#8217;s enough. There are a lot of different methods to do multisampling and the table below show some of the most used ones and the result from using them on a filled triangle and a outlined triangle.</p>
<p><img class="size-full wp-image-113" title="Supersampling Schemes" src="http://www.gamerendering.com/wp-content/uploads/supersamplingschemes.gif" alt="Supersampling Schemes" width="316" height="406" /></p>
<p><em>Image from the book <a title="Real-Time Rendering" href="http://www.realtimerendering.com">Real-Time Rendering</a>, used with permission.</em></p>

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		<title>Triangle Modes</title>
		<link>http://www.gamerendering.com/2008/09/25/triangle-modes/</link>
		<comments>http://www.gamerendering.com/2008/09/25/triangle-modes/#comments</comments>
		<pubDate>Wed, 24 Sep 2008 22:54:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Optimizations]]></category>
		<category><![CDATA[Fans]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Strips]]></category>
		<category><![CDATA[Triangle]]></category>
		<category><![CDATA[Triangle Modes]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=35</guid>
		<description><![CDATA[There are different ways to draw a triangle in opengl. The straightforward way is to draw the triangle by passig in its&#8217;s three vertices. But because triangles almost always share their vertices with other triangles a more suitble way would be to take use of this knowledge. In OpenGL you can do it by either [...]]]></description>
			<content:encoded><![CDATA[<p>There are different ways to draw a triangle in opengl. The straightforward way is to draw the triangle by passig in its&#8217;s three vertices. But because triangles almost always share their vertices with other triangles a more suitble way would be to take use of this knowledge. In OpenGL you can do it by either drawing triangles as strips (image below) or fans. The mostly used method is strips. If allowing triangles to have zero area then any coherent model can be interpreted as a long triangle strip. New graphics cards are built to be able to handle such triangles with zero area very fast. The profit from using triangle strips will be a lower memory usage and less accesses to memory.</p>
<dt class="wp-caption-dt"><a href="http://www.gamerendering.com/wp-content/uploads/trianglestrip.png"><img class="size-medium wp-image-60 " title="Triangle Strip" src="http://www.gamerendering.com/wp-content/uploads/trianglestrip.png" alt="Triangle Strip" width="227" height="150" /></a><a href="http://www.gamerendering.com/wp-content/uploads/trianglestrip.png"></a></dt>

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