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Generating Triangle Strips from random objects

Started by March 15, 2003 06:53 AM
2 comments, last by Lyve 21 years, 11 months ago
Hello, I''m currently rendering my scene with single triangles, which is quite slow. My problem: I render random objects where I don''t know which faces I can render with triangle strips. Does someone know a solution? Lyve _____________________________________ Visit http://www.nilsschneider.de for finest trance music, studio, bio, guestbook and more!
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NVIDIA has a NVtristrip library that lets you strip an arbitrary mesh. Go take a look at http://developer.nvidia.com you should find it easily since they''re pretty proud of that library that almost everyone uses.
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if your triangle list is well ordered, ie, taking good advantage of vertex caching, it should be no slower, if not faster, than a single triangle strip with duplicate indicies. This is my experience anyway.

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Are you sure that the limiting factor is your vertex transform rate? Have you tried culling your scene(occlusion, frustum, etc)? Are you sure you''re GPU bound?

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