0

I'm currently trying to implement mesh using opengl and i've read a lot of stuff online and on textbooks but I wanted a more intuitive explanation on stackoverflow.

From what I understand, to model shapes with polygonal meshes, you need the vertices(x,y,z coordinates), normal vectors, and texture coordinates(?). I guess my question is what are texture coordinates? They are often referred as uv. I sort of understand that you need vertices and normal vector but i'm not sure what texture coordinates are.

In addition, is mesh a process in which it simply takes points and covers those points with polygons?

JayC
  • 159
  • 1
  • 3
  • 14
  • 1
    A mesh is a collection of vertices (a vertex is an x,y,z and other information - for lighting you might add a normal, nx, ny, nz and if you're texturing a texture coordinate u, v - if you're multi-texturing 2 or more of them) *and* often also a collection of indices, which index the vertices into triangles. – Robinson Jun 25 '15 at 06:52

1 Answers1

1

related question already answered on stackOverflow.

How do opengl texture coordinates work?

There are some good conceptual explanations on there.

Community
  • 1
  • 1
sitting-duck
  • 961
  • 1
  • 10
  • 22