A vertex is a point of a mesh — the atom of renderable geometry. It is a position, and usually more: a vertex commonly carries a normal for lighting, UV coordinates for texturing, and sometimes a colour or skinning weights. These are its attributes, and naming which attributes a vertex may carry is part of what the Gargontology has to do.

The vertices property of a mesh is an ordered list with elements of type vertex. The ordering is load-bearing rather than incidental: triangles are defined by indices into that list, so a vertex’s position in it is its identity, and sharing one vertex between adjacent triangles is what makes a mesh a connected surface rather than a pile of loose triangles.

Similar concepts and prior art:

See also#