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#ActualSuperVGA

Posted 30 January 2013 - 03:50 AM

Hello all,


Trying to render a model using GL_TRIANGLE_STRIPS and its working fine, however, at certain arbitrary points I want to break off the the triangle strips and essentially start a new set of triangle strips (that are completely separate from the original strips). How should I go about doing this? Multiple VBOs? I currently have only one VBO that holds all my vertices.

 

(OpenGL ES2.0 in particular but surely applies to OpenGL as a whole)

 


Thanks!

Under some circumstances, you can do the trick where you alpha out at the end of one strip and alpha back in at the start of the next.

(Still in the same draw call, -it's the same GL_TRIANGLE_STRIP, basically.)


I realize this seems very dirty, but I made it work, -it's easy and performs well when used with caution.

 

Make sure the triangles fading to transparent and the one connecting strips have zero area too, -and preferably hide them by applying high (enough) depth values, there's no need to process more fragments than necessary.

 

I used it for patches in a typical heightmap terrain, and there are probably many places where it won't perform well.


#3SuperVGA

Posted 30 January 2013 - 03:49 AM

Hello all,


Trying to render a model using GL_TRIANGLE_STRIPS and its working fine, however, at certain arbitrary points I want to break off the the triangle strips and essentially start a new set of triangle strips (that are completely separate from the original strips). How should I go about doing this? Multiple VBOs? I currently have only one VBO that holds all my vertices.

 

(OpenGL ES2.0 in particular but surely applies to OpenGL as a whole)

 


Thanks!

Under some circumstances, you can do the trick where you alpha out at the end of one strip and alpha back in at the start of the next.
I realize this seems very dirty, but I made it work, -it's easy and performs well. Make sure the triangles fading to transparent and the one connecting strips have zero area too, -and preferably hide them by applying high (enough) depth values, there's no need to process more fragments than necessary.

 

I used it for patches in a typical heightmap terrain, and there are probably many places where it won't perform well.


#2SuperVGA

Posted 30 January 2013 - 03:47 AM

Hello all,


Trying to render a model using GL_TRIANGLE_STRIPS and its working fine, however, at certain arbitrary points I want to break off the the triangle strips and essentially start a new set of triangle strips (that are completely separate from the original strips). How should I go about doing this? Multiple VBOs? I currently have only one VBO that holds all my vertices.

 

(OpenGL ES2.0 in particular but surely applies to OpenGL as a whole)

 


Thanks!

Under some circumstances, you can do the trick where you alpha out at the end of one strip and alpha back in at the start of the next.
I realize this seems very dirty, but I made it work, -it's easy and performs well. Make sure the triangles fading to transparent and the one connecting strips have zero area too, -and preferably hide them by applying high (enough) depth values, there's no need to process more fragments than necessary.


#1SuperVGA

Posted 30 January 2013 - 03:47 AM

Hello all,


Trying to render a model using GL_TRIANGLE_STRIPS and its working fine, however, at certain arbitrary points I want to break off the the triangle strips and essentially start a new set of triangle strips (that are completely separate from the original strips). How should I go about doing this? Multiple VBOs? I currently have only one VBO that holds all my vertices.

 

(OpenGL ES2.0 in particular but surely applies to OpenGL as a whole)

 


Thanks!

Under some circumstances, you can do the trick where you alpha out at the end of one strip and alpha back in at the start of the next.
I realize this seems very dirty, but I made it work, -it's easy and performs well. Make sure the triangles fading transparent and the one connecting strips have zero area too, -and preferably hide them by applying high (enough) depth values, there's no need to process more fragments than necessary.


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