With triangle fan, you need 3 vertices for the first triangle and then only 1 additional vertex for every additional segment, with regular triangles you will need the full 3 vertices for every segment of the circle. The number of vertices, needed to draw the circle will grow. But if you convert the circle primitive to a polygonal mesh, you could render regular triangles. Combined with instancing and adaptive LOD you can get significant performance improvements.įor the circle - in primitive mode the most efficient way to draw it is using a triangle fan. It is a good idea to sort the different scene objects in such an order to allow minimizing the number of draw calls, which is the typical bottleneck 3D graphics struggles with. You can also chose to convert the cube primitive to another compatible object, for example a box primitive where you have 3 properties - height, width and depth, or even an arbitrary polygonal mesh that is made of faces, which are made of edges which are made of vertices. I have demonstrated drawing the Da Vinci construction Box several times on IG and you can easily find it in my Doubling the Cube Demonstration on IGTV as well as the Squaring of the Circle in Three Ways also on IGTV. From that single property you generate the full set of vertices required to render a cube. Constructing the (Supposedly) Impossible Hendecagon (11-sided Polygon) Using only a Compass and Straight Edge with no measurements. Objects are responsible for generating their vertex data and corresponding drawing calls and schedule them appropriately.įor example, you can have a cube object that has a single property - edge length. hexagonal illustration, Hexagon Shape Pattern Blocks, Shapes, angle. In a real world application you will have scene management, with multiple objects in the scene and multiple sub-objects for each object. Penrose triangle Impossible object Geometry Geometric shape, triangle, angle.
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