1)Given a surface S with a normalized normal vector N.
For given vector V, find reflected vector R.
Use dot product and then normalize it?
R = S - 2(S.N)N
Is it correct?
2)Multi target vertex morphing can we written as follows for a vertex V (using 4 meshes):
V = V0 + (V1-V0)*w1 + (V2-V0)*w2 + (V3-V0)*w3
here Vx is vertex position for mesh x and wx is weight of mesh x in morph. optimize equation for faster execution knowing that each mesh can be rendered without being part of morphing equation.
Any idea how to solve this?
3) For a triangle with vertices A, B and C, determine if a vertex X lies on the plane defined by the three vertices of triangle.
Here I assume that since vertex X lies on plane, find coordinates and perpendicular distance from point, then check if vertex X lies. What is the equation here?
4) We have a simple program(3D viewer with no engine/physic/game loop) that runs slowly. How to test each(textures, vertex programs, CPU, Render Target Video memory bandwidth, Pixel shading programs) to find bottleneck here?
Assume there is no access to CPU/GPU profiler. Only access allowed is for global famerate.