en:game_tech:face
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====== Face (3D Object) ====== | ====== Face (3D Object) ====== | ||
- | In 3D graphics the term //Face// refers to an object described by three [[vertex|vertizes]]. Essentially it is a triangle in three-dimensional space. As such it has a surface but no volume. The two sides of the face are independently attributed. For example can one side (face) of the triangle have a different [[texture]] than the other (or even none while the other has one). Without a texture or some sort of filling color the face is essentially invisible (similar to an edge or a vertex). For resource saving reasons often only one side of the face has a texture or color while the other has none. A 3D object that is only shown from the outside will often never show its inside textures (e.g. a solid wall with an actual thickness), so there is no need for them. In other circumstances they might be present (e.g. a wall-like separation that has no thickness). When using a no-clipping mode in 3D games, where you can move freely in the 3D space, allowing you to see world elements from the other side or from their inside, you can observe this very impressively. From the players perspective massive walls just optically vanish, as the face shown to the player has no filling whatsoever. | + | In 3D graphics the term //Face// refers to an object described by three [[vertex|vertizes]]. Essentially it is a triangle in three-dimensional space. As such it has a surface but no volume. The two sides of the face are independently attributed. For example can one side (face) of the triangle have a different [[texture]] than the other (or even none while the other has one). Without a texture or some sort of filling color the face is essentially invisible (similar to an edge or a vertex). |
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+ | For resource saving reasons often only one side of the face has a texture or color while the other has none. A 3D object that is only shown from the outside will often never show its inside textures (e.g. a solid wall with an actual thickness), so there is no need for them. In other circumstances they might be present (e.g. a wall-like separation that has no thickness). When using a no-clipping mode in 3D games, where you can move freely in the 3D space, allowing you to see world elements from the other side or from their inside, you can observe this very impressively. From the players perspective massive walls just optically vanish, as the face shown to the player has no filling whatsoever. | ||
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+ | Faces make up [[mesh|meshes]], | ||
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+ | This also implies, that there are no real gradually changing shapes, like perfectly round circles or balls. All these objects are still approximated up by triangles. So they have a quantization aspect behind them, that makes objects >> | ||
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+ | {{ : | ||
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+ | Part of this mesh is a cylinder-like object. As you can see, the surface of it is made of a lot of triangles. The circle-shapes are actually triangles, as well as the jacket surface. | ||
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en/game_tech/face.1704659628.txt.gz · Last modified: 2024-01-07-20-33 by 7saturn