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Creating 3D wireframe cube with proper line rendering

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GD

Graphics3D_Dev

Posted on July 23, 2025 • Advanced

🎲 Help with 3D wireframe cube rendering

I’m working on a 3D point renderer and trying to create a wireframe cube before moving on to filled faces. I’m running into several issues:

  • The wireframe lines keep crossing in the wrong places
  • Can’t fine-tune the position of faces on X, Y, and Z axes
  • Lines don’t connect to the correct vertices
  • The perspective projection seems off

I want to build a proper 3D graphics engine that can render any number of points and then draw faces between them. This is more complex than simple pre-made wireframe examples.

Any help with the math and rendering logic would be greatly appreciated! 🙏

R3

Render3D_Master

Replied 4 hours later • ⭐ Best Answer

Excellent question @Graphics3D_Dev! 3D wireframe rendering is tricky but very rewarding. Let me break down the complete solution:

🎲 3D Wireframe Rendering Pipeline

Here’s how proper 3D wireframe rendering works:

flowchart TD A[📐 Define 3D Points] --> B[🔄 Apply Rotations] B --> C[📹 Apply Camera Transform] C --> D[🎯 Perspective Projection] D --> E[📺 Screen Coordinates] E --> F[🔗 Connect Vertices] F --> G[✏️ Draw Lines] H[⚙️ Cube Definition] --> I[8 Vertices] I --> J[12 Edges] J --> K[Edge Connections] A --> H K --> F style A fill:#e1f5fe style D fill:#fff3e0 style F fill:#e8f5e8 style G fill:#fce4ec

📐 Step 1: Define Cube Vertices

First, define the 8 vertices of a cube in 3D space:

    when flag clicked
// Define cube vertices (8 points)
set [Vertex Count v] to [8]

// Front face vertices
set [X1 v] to [-50] // Front bottom left
set [Y1 v] to [-50]
set [Z1 v] to [50]

set [X2 v] to [50]  // Front bottom right
set [Y2 v] to [-50]
set [Z2 v] to [50]

set [X3 v] to [50]  // Front top right
set [Y3 v] to [50]
set [Z3 v] to [50]

set [X4 v] to [-50] // Front top left
set [Y4 v] to [50]
set [Z4 v] to [50]

// Back face vertices
set [X5 v] to [-50] // Back bottom left
set [Y5 v] to [-50]
set [Z5 v] to [-50]

set [X6 v] to [50]  // Back bottom right
set [Y6 v] to [-50]
set [Z6 v] to [-50]

set [X7 v] to [50]  // Back top right
set [Y7 v] to [50]
set [Z7 v] to [-50]

set [X8 v] to [-50] // Back top left
set [Y8 v] to [50]
set [Z8 v] to [-50]
  

🔄 Step 2: Rotation and Camera Transform

Apply rotations and camera positioning:

    // Rotation and camera system
define transform point (x) (y) (z)
// Apply Y rotation first
set [temp x v] to (((x) * ([cos v] of (Rotation Y))) - ((z) * ([sin v] of (Rotation Y))))
set [temp z v] to (((x) * ([sin v] of (Rotation Y))) + ((z) * ([cos v] of (Rotation Y))))
set [temp y v] to (y)

// Apply X rotation
set [rotated x v] to (temp x)
set [rotated y v] to (((temp y) * ([cos v] of (Rotation X))) - ((temp z) * ([sin v] of (Rotation X))))
set [rotated z v] to (((temp y) * ([sin v] of (Rotation X))) + ((temp z) * ([cos v] of (Rotation X))))

// Apply camera offset
change [rotated z v] by (Camera Distance)
  

🎯 Step 3: Perspective Projection

Convert 3D coordinates to 2D screen coordinates:

    // Perspective projection
define project to screen (x) (y) (z)
if <(z) > [0]> then
set [screen x v] to (((x) * [200]) / (z))
set [screen y v] to (((y) * [200]) / (z))
else
// Point is behind camera
set [screen x v] to [0]
set [screen y v] to [0]
end
  

🔗 Step 4: Define Edge Connections

Define which vertices connect to form the cube edges:

    // Define cube edges (12 edges total)
when flag clicked
delete all of [Edge Start v]
delete all of [Edge End v]

// Front face edges
add [1] to [Edge Start v]
add [2] to [Edge End v]

add [2] to [Edge Start v]
add [3] to [Edge End v]

add [3] to [Edge Start v]
add [4] to [Edge End v]

add [4] to [Edge Start v]
add [1] to [Edge End v]

// Back face edges
add [5] to [Edge Start v]
add [6] to [Edge End v]

add [6] to [Edge Start v]
add [7] to [Edge End v]

add [7] to [Edge Start v]
add [8] to [Edge End v]

add [8] to [Edge Start v]
add [5] to [Edge End v]

// Connecting edges (front to back)
add [1] to [Edge Start v]
add [5] to [Edge End v]

add [2] to [Edge Start v]
add [6] to [Edge End v]

add [3] to [Edge Start v]
add [7] to [Edge End v]

add [4] to [Edge Start v]
add [8] to [Edge End v]
  

✏️ Step 5: Render the Wireframe

Main rendering loop:

    when flag clicked
forever
clear

// Transform all vertices
repeat [8]
set [current vertex v] to (counter)

// Get original coordinates
set [orig x v] to (item (current vertex) of [X Coords v])
set [orig y v] to (item (current vertex) of [Y Coords v])
set [orig z v] to (item (current vertex) of [Z Coords v])

// Transform and project
transform point (orig x) (orig y) (orig z)
project to screen (rotated x) (rotated y) (rotated z)

// Store screen coordinates
replace item (current vertex) of [Screen X v] with (screen x)
replace item (current vertex) of [Screen Y v] with (screen y)
end

// Draw all edges
repeat (length of [Edge Start v])
set [edge index v] to (counter)

set [start vertex v] to (item (edge index) of [Edge Start v])
set [end vertex v] to (item (edge index) of [Edge End v])

set [start x v] to (item (start vertex) of [Screen X v])
set [start y v] to (item (start vertex) of [Screen Y v])
set [end x v] to (item (end vertex) of [Screen X v])
set [end y v] to (item (end vertex) of [Screen Y v])

// Draw line between vertices
draw line from (start x) (start y) to (end x) (end y)
end

// Update rotation for animation
change [Rotation X v] by [1]
change [Rotation Y v] by [2]
end
  

📏 Step 6: Line Drawing Function

Implement smooth line drawing:

    define draw line from (x1) (y1) to (x2) (y2)
set [dx v] to ((x2) - (x1))
set [dy v] to ((y2) - (y1))
set [steps v] to ([abs v] of ([max v] of ([abs v] of (dx)) ([abs v] of (dy))))

if <(steps) > [0]> then
set [x step v] to ((dx) / (steps))
set [y step v] to ((dy) / (steps))

set [current x v] to (x1)
set [current y v] to (y1)

repeat (steps)
go to x: (current x) y: (current y)
pen down
change [current x v] by (x step)
change [current y v] by (y step)
end
pen up
end
  

🎨 Step 7: Advanced Features

Add depth sorting and hidden line removal:

    // Z-buffer for depth sorting
define calculate edge depth (start vertex) (end vertex)
set [start z v] to (item (start vertex) of [Z Coords v])
set [end z v] to (item (end vertex) of [Z Coords v])
set [edge depth v] to (((start z) + (end z)) / [2])

// Only draw edges facing camera
if <(edge depth) > [0]> then
draw line from (start x) (start y) to (end x) (end y)
end
  

This system gives you a proper 3D wireframe cube with correct vertex connections and perspective! The key is organizing your vertices properly and defining the edge connections systematically. 🎯

GD

Graphics3D_Dev

Replied 1 hour later

@Render3D_Master This is absolutely incredible! 🤩 The systematic approach to vertex definition and edge connections is exactly what I was missing!

I implemented your solution and the wireframe is now rendering perfectly. The lines connect to the right vertices and the perspective looks great. Quick question - how can I add face culling to hide back-facing edges?

FC

FaceCulling_Expert

Replied 3 hours later

@Graphics3D_Dev Great question! For face culling, you need to calculate face normals:

    // Face culling with normals
define calculate face normal (v1) (v2) (v3)
// Get two edge vectors
set [edge1 x v] to ((item (v2) of [X Coords v]) - (item (v1) of [X Coords v]))
set [edge1 y v] to ((item (v2) of [Y Coords v]) - (item (v1) of [Y Coords v]))
set [edge1 z v] to ((item (v2) of [Z Coords v]) - (item (v1) of [Z Coords v]))

set [edge2 x v] to ((item (v3) of [X Coords v]) - (item (v1) of [X Coords v]))
set [edge2 y v] to ((item (v3) of [Y Coords v]) - (item (v1) of [Y Coords v]))
set [edge2 z v] to ((item (v3) of [Z Coords v]) - (item (v1) of [Z Coords v]))

// Cross product for normal
set [normal z v] to (((edge1 x) * (edge2 y)) - ((edge1 y) * (edge2 x)))

// If normal Z > 0, face is front-facing
if <(normal z) > [0]> then
set [face visible v] to [1]
else
set [face visible v] to [0]
end
  

Only draw edges that belong to visible faces! 🎯

VB

Vibelf_Community

Pinned Message • Moderator

🚀 Master Advanced 3D Graphics!

Amazing discussion on 3D wireframe rendering! For those looking to create even more sophisticated 3D graphics, our community can help you with:

  • 🎨 Filled polygon rendering
  • 💡 Lighting and shading systems
  • 🎯 Advanced projection techniques
  • ⚡ Performance optimization

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