惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

D
DataBreaches.Net
S
Schneier on Security
T
The Exploit Database - CXSecurity.com
Webroot Blog
Webroot Blog
AI
AI
P
Palo Alto Networks Blog
Attack and Defense Labs
Attack and Defense Labs
WordPress大学
WordPress大学
月光博客
月光博客
阮一峰的网络日志
阮一峰的网络日志
Spread Privacy
Spread Privacy
T
Tor Project blog
罗磊的独立博客
小众软件
小众软件
S
Security Affairs
酷 壳 – CoolShell
酷 壳 – CoolShell
量子位
Apple Machine Learning Research
Apple Machine Learning Research
T
Threatpost
NISL@THU
NISL@THU
博客园_首页
PCI Perspectives
PCI Perspectives
大猫的无限游戏
大猫的无限游戏
IT之家
IT之家
N
News and Events Feed by Topic
freeCodeCamp Programming Tutorials: Python, JavaScript, Git & More
Forbes - Security
Forbes - Security
博客园 - 叶小钗
D
Darknet – Hacking Tools, Hacker News & Cyber Security
OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
Last Week in AI
Last Week in AI
L
LINUX DO - 热门话题
T
Threat Research - Cisco Blogs
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
腾讯CDC
Security Latest
Security Latest
Exploit-DB.com RSS Feed
Exploit-DB.com RSS Feed
The Cloudflare Blog
A
About on SuperTechFans
爱范儿
爱范儿
Threat Intelligence Blog | Flashpoint
Threat Intelligence Blog | Flashpoint
TaoSecurity Blog
TaoSecurity Blog
宝玉的分享
宝玉的分享
G
GRAHAM CLULEY
雷峰网
雷峰网
F
Full Disclosure
I
Intezer
Cloudbric
Cloudbric
博客园 - 三生石上(FineUI控件)
U
Unit 42

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL How to support both WebGL and WebGL2
How to create a torus
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

I'm trying to render a torus using webgl. I'm using a third party library which makes this process easier: I only have to declare the various vertices, their normals and their indexes. Each tuple of 3 indexes draws a triangle and the vertices must follow the right hand rule.

So far this is what I have:

 this.vertices = [];
        this.indices = [];
        this.normals = [];
        this.texCoords = [];

        let slices_angle = 0;
        let loops_angle = 0;
        let slices_delta = (2 * Math.PI) / this.slices;
        let loops_delta = (2 * Math.PI) / this.loops;
        let abc = 0;

        while (slices_angle < 2 * Math.PI + slices_delta) {
            let cos_slices = Math.cos(slices_angle);
            let sin_slices = Math.sin(slices_angle);
            let cos_loops = Math.cos(loops_angle);
            let sin_loops = Math.sin(loops_angle);

            while (loops_angle < 2 * Math.PI + loops_delta) {
                //   x=(R+r·cos(v))cos(w)
                //   y=(R+r·cos(v))sin(w)
                //             z=r.sin(v)

                let x = (this.outerRad + this.inner_rad * cos_slices) * cos_loops;
                let y = (this.outerRad + this.inner_rad * cos_slices) * sin_loops;
                let z = this.inner_rad * sin_slices;

                this.vertices.push(x, y, z);
                this.normals.push(x, y, z);

                // this.texCoords.push(j / this.slices);
                // this.texCoords.push(i / this.stacks);

                loops_angle += loops_delta;
            }

            slices_angle += slices_delta;
        }

        for (var i = 0; i < this.loops; i++) {
            let v1 = i * (this.slices + 1);
            let v2 = v1 + this.slices + 1;

            for (var j = 0; j < this.slices; j++) {

                this.indices.push(v1);
                this.indices.push(v2);
                this.indices.push(v1 + 1);

                this.indices.push(v1 + 1);
                this.indices.push(v2);
                this.indices.push(v2 + 1);

                v1++;
                v2++;
            }
        }

I had the help of this website in order to declare the coordinates of the vertices but I'm having problems with the indexes.

example

Answer:

The code doesn't make a lot of sense at a glance. You've got an inner and outer loop

In the inner loop this code computes a vertex

           let x = (this.outerRad + this.inner_rad * cos_slices) * cos_loops;
           let y = (this.outerRad + this.inner_rad * cos_slices) * sin_loops;
           let z = this.inner_rad * sin_slices;

           this.vertices.push(x, y, z);
           this.normals.push(x, y, z);

But nothing about those calculations change inside the inner loop

The normals can't be x, y, z (the same as the positions).

Also you need to make loops + 1 and slices + 1 vertices. The vertices start vertex of each loop, slice will have the same position but it will not have the same texture coordinate.

Then as far as your indices go each slice as (loops + 1) vertices so I think the loops in the code are backward.

If it was me, rather than loop based on the angles I'd loop based on the loops and slices

for (slice = 0; slice < this.slices; ++slice) {
  for (loop = 0; loop < this.loops; ++loop) {
    ...

So here's another version

The question and quoted portions thereof are CC BY-SA 4.0 by 136 from here