FACTOID # 168: There are 11 countries where the average woman has more than six children. Ten of them are in Africa.
 
 Home   Encyclopedia   Statistics   Countries A-Z   Flags   Maps   Education   Forum   FAQ   About 
 
WHAT'S NEW
RECENT ARTICLES
More Recent Articles »
 

SEARCH ALL

FACTS & STATISTICS    Advanced view

Search encyclopedia, statistics and forums:

 

 

(* = Graphable)

 

 


Encyclopedia > Primitive (geometry)

In geometry, a primitive is the simplest of default geometrical figures or shapes. More complex figures are built up by combining primitives. Table of Geometry, from the 1728 Cyclopaedia. ...


There is no rigorous, logical definition of a primitive. What counts as a primitive and what does not is largely a matter of personal opinion and convention, and varies depending on the context.


In Computer Science, a primitive can either be a point, a line or a polygon, although some people prefer to consider the triangle to be the two dimensional primitive, mostly because every polygon can be achieved with triangles. Primitives are used to create figures during runtime when to replace a sprite, or because this figure is not static (a meta-ball, for example). In three dimensions, triangles are used to render models. It is common word to say that a model which apparently lacks details (appears blocky or triangular) is low poly, or simply lacks polygons. Curves cannot be created with primitives, it is rather created by approximating the edge of the figure with a sufficient number of smaller lines, depending on the size of the surface.


Commonly used geometric primitives include:


  Results from FactBites:
 
Yongming xie, Department of Computer Science Engineering . OpenGL Shading Language (1563 words)
Primitives are points, lines, triangles, quads, or polygons, but instead decompose them into triangles as permitted by the spec.
After the vertices of the primitive are transformed to window coordinate, the GL determines if the primitive is front- or back-facing.
A geometry shader is limited in the number of vertices it may emit per invocation.
Geometry (3190 words)
Note that Geometries don't necessarily have to be leaves of the tree, as due the Node/Core divison every Node keeping a osg::Geometry Corehas children anyway, which are used just as all other osg::Node 's children.
The osg::Geometry setup is very nice and flexible to define: you can mix different kinds of primitives in an object, you can have properties and different kinds and the indexing allows the reuse of some or all of the data.
A geometry iterator allows to iterate over a given geometry primitive by primitive, face by face (a face being a triangle or quad), or triangle by triangle.
  More results at FactBites »


 

COMMENTARY     


Share your thoughts, questions and commentary here
Your name
Your comments
Please enter the 5-letter protection code

Want to know more?
Search encyclopedia, statistics and forums:

 


Lesson Plans | Student Area | Student FAQ | Reviews | Press Releases |  Feeds | Contact
The Wikipedia article included on this page is licensed under the GFDL.
Images may be subject to relevant owners' copyright.
All other elements are (c) copyright NationMaster.com 2003-5. All Rights Reserved.
Usage implies agreement with terms.