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A fragment shader receives the gl_FrontFacing system-defined input value. It will be false if the fragment was generated from a back-facing triangle, and true otherwise. So you can use that in your shader to determine how to generate a color value.


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Volumetric Modeling usually refers to using a regular 3D grid of voxels, analogous to 2D pixels, to define properties of an object at points or small regions of space. While more complex data might be stored at each voxel, often each contains a simple vector of values which can be interpreted directly as density or material properties for analysis and ...


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The accessor (model.accessors[accessor_index]) has its own byteOffset and count values that you need to account for here. The input and output accessors are allowed to share a bufferView, and your output is showing a dump of the same entire bufferView twice. The first five values in that dump are the input accessor with the times (in seconds, since the ...


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I'm not familiar with the exact nuances of the STL format, but here are some answers on general computer graphics principles: In the source file, the Vertex Normals are specified and in the destination, the face normal of the triangles are present which are different than the normals one would get by (a-b) x (a-c), where a, b, c are the vertex coordinates ...


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Textures are applied to the faces of a mesh, so textures cannot be anywhere there isn't a face for it to appear on. "Adding more length" to a mesh pretty much implies moving some of the vertices. I don't think you're going to get around that. Now if you are assembling a game world, it's quite common to have modular mesh pieces that can be aligned ...


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