How do I use native APIs to calculate MD5? How do I use RSA to verify a signature? How do I encrypt a large file using SM4? How do I use the RSA public key (pk) to encrypt a piece of text? What should I do if AES decryption fails? How do I use the AES algorithm to...
I mean to get the existing vertex tangent, not to recalculate it. I found some articles, but they calculate the tangent based on the UVs of the three vertices of a triangle. However, this may have some problems,the normals calculated based on individual faces may not necessarily match th...
How do I use native APIs to calculate MD5? How do I use RSA to verify a signature? How do I encrypt a large file using SM4? How do I use the RSA public key (pk) to encrypt a piece of text? What should I do if AES decryption fails? How do I use the AES algorithm to...
1. A concise explanation of the problem you’re experiencing. I am not able to compute the new position correctly. I have distance and previous cartesian coordinates. On adding, it doesn’t seem to compute new position correctly. I want my path to be midway between red path and yellow pat...
So far I've managed to calculate approximate surface normals at the line coordinates and the lines are now lit variably in space, but not in the same manner as the surface lighting it should match: % The 2D elevation map of `peaks` projected onto a ...
Hi everybody, I will try to be as clear as possible. I generate an image from a STL file (so a 3D image). Then I calculate the unit normal vectors on the entire surface and then I plot on the same image their y-coordinate, in order to have a clear visualization of how the defor...
hit_point = v0 + ve * s_edge; return true; } } else { // discriminant negative, sphere passed edge too far away return false; } }// sphere missed the edge, check for a collision with the first vertex. note // that we only need to check one vertex per call to check all vert...
Here you see the four major vectors you'll need to calculate the diffuse and specular colors contributed by each light. The light direction vector is the light blue arrow pointing to the light. The normal vector is the green arrow standing straight up. The reflection vector is the dark blue...
AttributeRange(); // Create mesh with desired vertex format and desired size mesh = new Mesh(arrayIndices.Length / 3, arrayVertices.Length, MeshFlags.SystemMemory, CustomVertex.PositionTextured.Format, device); // For each point in the height field calculate the x, y, z and // texture ...
Collision Normals: We will calculate the collision normals. You can test this by drawing a line in the direction of the last normal. Using the Normal: We will use the normal to update the player's speed, and we will finally have a moving player. ...