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ccppuser

Member Since 18 Dec 2012
Offline Last Active Dec 22 2012 01:44 AM

Posts I've Made

In Topic: any idea skipping some vertices with DrawIndexedPrimitive()

21 December 2012 - 04:04 AM

unbird,

 

My project is very performance-sensitive, so Gavin's version is difficult to apply.

 

As you said, one proper way is making one of x/y/z value of a vertex of a triangle NaN value.

In my code, NaN value is specified with std::numeric_limits<float>::signaling_NaN() func.

This is cheap and easy.

 

Another way is making indices of a triangle (0,0,0) or something non-triangle vertex indices.

 

Both method are suit to me.


In Topic: any idea skipping some vertices with DrawIndexedPrimitive()

18 December 2012 - 10:38 PM

unbird,

COOL! It is magic.
It perfectly matches to my work. Thanks.

And thanks to Gavin Williams for reordering indices technique.

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