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Vertices are mapped to UV coordinates, but how does the shader access the UV data?

Your vertex data can contain information that you want. When we talk about vertex data, you can imagine a structure in which you can store data. And you can imagine a struct array where all vertex ...
Thomas's user avatar
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1 vote
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Procedural generation of genus $k$ tori triangle meshes

I can't leave a comment, because I don't have enough reputation points. Do you know how to represent your objects using an implicit function like f(x, y, z)? If so, then you can use Marching Cubes or ...
shawn_halayka's user avatar

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