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multiple ib for DXMESH

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i got an idea of haveing single vb and multiple ib(s) for culling puposes. To implement this For Each Trianle Test this triangle agaist a condition If condition is true push indices of this triangle in list this works well for runtime created objects like terrain. but not for a X MESH. edit: i export my meshes through pandaDX exporter. i dont know whether these meshes are stripped triangles or not. when i skip indices data i see some artifacts in rendering. This happens only with a loaded mesh. or else any help on rendering a mesh from multiple indices data. [edited by - DirectXXX on May 3, 2003 9:27:21 AM]

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IHMO, the idea of having multiple IBs is of no interest at all. Having only one and knowing where the different sections begin and end is much better. This is how the DirectX Meshs stuff works. Lookup the mesh Attribute Tables.

You can convert the Mesh to strips anytime ( single or multiple strips ) There is a sample in SDK for that.

Laurent -- http://jeux-directx.com/

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