{"id":13854,"date":"2024-10-19T14:16:59","date_gmt":"2024-10-19T18:16:59","guid":{"rendered":"https:\/\/www.sceneri.com\/?post_type=sceneri-docs-glossar&p=13854"},"modified":"2024-11-12T04:05:57","modified_gmt":"2024-11-12T09:05:57","slug":"vertex","status":"publish","type":"sceneri-docs-glossar","link":"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/vertex\/","title":{"rendered":"Vertex"},"content":{"rendered":"
\n

Overview<\/h3>\n

A <\/span>Vertex<\/strong><\/span> is a point in 3D space. Vertices are used to define the shape of objects.<\/span><\/p>\n<\/div>\n

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In computer graphics, a vertex is a data structure that stores the position, color, and other attributes of a point in 3D space. Vertices are used to define the shape of objects.<\/span><\/p>\n<\/div>\n

\n

Here are some of the properties of a vertex:<\/span><\/p>\n<\/div>\n

\n
    \n
  • \n
    Position: <\/strong><\/span>The position of a vertex is its location in 3D space. The position is usually stored as three floating-point numbers, one for each of the x, y, and z axes.<\/span><\/div>\n<\/li>\n
  • \n
    Normal: <\/strong><\/span>The normal of a vertex is a vector that points directly away from the surface of the object at that vertex. The normal is usually stored as three floating-point numbers, one for each of the x, y, and z axes.<\/span><\/div>\n<\/li>\n
  • \n
    Color: <\/strong><\/span>The color of a vertex is the color of the object at that vertex. The color is usually stored as three floating-point numbers, one for each of the red, green, and blue channels.<\/span><\/div>\n<\/li>\n
  • \n
    Texture coordinates: <\/strong><\/span>Texture coordinates are a set of numbers that map a vertex to a specific location on a texture map. Texture coordinates are usually stored as two floating-point numbers, one for the u coordinate and one for the v coordinate.<\/span><\/div>\n<\/li>\n<\/ul>\n<\/div>\n
    \n

    Vertices are usually stored in a vertex buffer object (VBO). A VBO is a special type of memory that is optimized for storing vertices. VBOs can be used to improve the performance of graphics rendering.<\/span><\/p>\n<\/div>\n

    \n

    Vertices are used to define the shape of objects. Objects are usually made up of a collection of vertices. The vertices are connected together by edges to form triangles. The triangles are then used to render the object on the screen.<\/span><\/p>\n<\/div>\n

    \n

    Here are some of the benefits of using vertices in computer graphics:<\/span><\/p>\n<\/div>\n

    \n
      \n
    • \n
      Flexibility: <\/strong><\/span>Vertices can be used to create a wide variety of shapes. This makes them ideal for a variety of applications, such as games, animation, and visualization.<\/span><\/div>\n<\/li>\n
    • \n
      Efficiency: <\/strong><\/span>Vertices can be stored in a variety of ways, including vertex buffers and vertex arrays. This makes them efficient to use in a variety of graphics applications.<\/span><\/div>\n<\/li>\n
    • \n
      Portability: <\/strong><\/span>Vertices are a standard data structure that is supported by a wide variety of graphics APIs. This makes them portable to a variety of platforms and applications.<\/span><\/div>\n<\/li>\n<\/ul>\n<\/div>\n
      \n

      Here are some of the drawbacks of using vertices in computer graphics:<\/span><\/p>\n<\/div>\n

      \n
        \n
      • \n
        Complexity: <\/strong><\/span>Vertices can be complex to manage. This can be a challenge for developers who are not familiar with vertices.<\/span><\/div>\n<\/li>\n
      • \n
        Performance: <\/strong><\/span>Vertices can impact performance, especially in applications with a large number of vertices.<\/span><\/div>\n<\/li>\n
      • \n
        Memory usage: <\/strong><\/span>Vertices can use a lot of memory, especially in applications with a large number of vertices.<\/span><\/div>\n<\/li>\n<\/ul>\n<\/div>\n
        \n

        Overall, vertices are a powerful and versatile tool that can be used to create a wide variety of shapes in computer graphics. They are efficient to use and portable to a variety of platforms and applications.<\/span><\/p>\n<\/div>\n<\/div><\/div><\/div><\/div><\/div>\n","protected":false},"featured_media":0,"parent":0,"template":"","meta":{"_acf_changed":false},"sceneri-docs-tag":[],"class_list":["post-13854","sceneri-docs-glossar","type-sceneri-docs-glossar","status-publish","hentry"],"acf":[],"yoast_head":"\nVertex - Sceneri<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/vertex\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Vertex\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/vertex\/\" \/>\n<meta property=\"og:site_name\" content=\"Sceneri\" \/>\n<meta property=\"article:publisher\" content=\"https:\/\/www.facebook.com\/sceneriapp\" \/>\n<meta property=\"article:modified_time\" content=\"2024-11-12T09:05:57+00:00\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:site\" content=\"@sceneriapp\" \/>\n<meta name=\"twitter:label1\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data1\" content=\"3 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\/\/schema.org\",\"@graph\":[{\"@type\":\"WebPage\",\"@id\":\"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/vertex\/\",\"url\":\"https:\/\/www.sceneri.com\/sceneri-docs-glossar\/vertex\/\",\"name\":\"Vertex - 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