Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

CiscoKid5447

using pointers to split up geometry in D3D?

This topic is 6932 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Share this post


Link to post
Share on other sites
Advertisement
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

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!