Ah okay, I see what you mean.

So if I had a 2 quad (4 triangle) grid like this:

a - b - c
|\ |\ |
| \ | \ |
| \| \|
d - e - f

In a triangle list the vertex list would be: {a, b, c, d, e, f}

And the indices list would be: {(0, 1, 2), (3, 4, 5), (6, 7, 8), (9, 10, 11)}

Even though indices 1 and 5 (if they are both talking about vertex 'e') are exactly the same?

I think my mesh is constructed differently so that there would be no redundant indices and instead of {(0, 1, 2), (3, 4, 5), ... } it is {(0, 1, 2), (0, 3, 1), ...}

Does that make sense? Because triangles 1 and 2 share the vertices 'a' and 'e', they both use the same index? Or am I thinking about this all wrong? (Is that what you call a 'triangle strip'?)

If I do currently have my mesh setup the wrong way, is there a way to do the algorithm on this sort of mesh or should I think about converting it into a triangle list?

Thanks again for all the help so far

**Edited by carkey, 16 September 2013 - 01:15 PM.**