Geometric primitives
Triangles
- Most primitives based on triangles
- Vertex v(i) is x,y,z
- Triangle has three vertices (!)
- Vertex structure can contain additional information
- Counter-clockwise vertices, triangle front-facing
- Clockwise vertices, triangle back-facing
- Back-facing triangles usually not drawn
Polygons
- Three or more vertices
- Must be planar
Tristrips
- Group of triangles, each of which share two vertices
- Stored as a list of vertices
- More efficient storage and access than plain triangles
Polystrips
- Triangles share a common vertex
- Efficient storage and processing
Pmeshs
- Group of faces
- Stored as two lists
- List of vertices
- Face definitions in terms of list indices into list 1
- Efficient storage and rendering
Vectors
Point Lists
- Group of points
- Useful for drawing airfield landing lights, for example
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