using pointers to split up geometry in D3D?
if I had a set of 1000+ verticles, and each vert had at most 3 pointers to it from various parts of the program. would this be efficient(fast), would it have unwanted side effects?
thanks in advance, Kenny
Edited by - CiscoKid5447 on 4/25/00 8:36:53 PM
I think you need to elaborate. So you have three pointers to each vertex, how are we to judge the efficiency if we don''t know why you have three pointers?
- WitchLord
- WitchLord
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well each vert will be pointed to in a object heirarchy for translation. The second pointer will be from another system that groups the verts into triangle strips fans and indexes.
In addition to that each triangle(group) will be pointed to in a system that renders the scene baised on its texture and material.
hope this helps, Kenny
In addition to that each triangle(group) will be pointed to in a system that renders the scene baised on its texture and material.
hope this helps, Kenny
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