Vertex in a sentence as a noun

Each move flips all the bits on a vertex and all its neighbors.

For example you could write a vertex program which moves each vertex in a sinewave pattern based on time.

Each vertex in the hexagon contains two points, a front and back location of the equivalent cube.

This problem can be generalized to the following graph light out game: Given a graph where each vertex is labeled 0 or 1.

That implies color, when in fact vertex "shading" is really about deforming the position of vertices.

So length is the distance between # the points labelled s and f. Bisect the angle a you get a right # angle triangle with hypotenuse of length $unit and angle at the # vertex of $radians_in_curve/2.

Today, most of those operations are actually handled by general purpose ALUs. These ALUs are running the vertex and fragment programs you wrote.

I have no evidence for this, however I wouldn't be surprised if Q3 shaders are the reason we have vertex/pixel shaders in hardware today.

Also included would be the constructions of regular triangles meeting six at a vertex, and regular squares meeting four at a vertex.

* Stupidly hard to optimize on the driver side when you have no idea just how many vertices or other per-vertex data are to follow your call to glBegin.

" is factually inaccurate because you can, and many games do, calculate color and lighting information per-vertex.

Traditionally, lighting was calculated per vertex, not per pixel, and the results of those calculations were simply interpolated across the surface of the triangle.

What used to be a register **** that was completely orthogonal to your vertex/fragment programs is now actually implemented by modifying code interleaved into the guts of the programs you compiled back at init time.

There are still many problems of that nature though... you might not realise that the driver is processing your vertex shader on the CPU for instance which makes for a significantly different performance profile to similar hardware in that class...

This is because the side of a cube is a whole lot closer than the vertex from the center of the cube -- for instance, if we take a million-dimensional cube with a side of length 2, then the distance from the center of the cube to the side is 1, but the distance from the center to the vertex is 1000.

Proper Noun Examples for Vertex

* Trivial to replace with a much better, and much, much higher performing vertex representation either through vertex buffer objects or simple calls to glVertexPointer/etc.

Vertex definitions

noun

the point of intersection of lines or the point opposite the base of a figure

noun

the highest point (of something); "at the peak of the pyramid"

See also: peak apex acme