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generating triangles strip

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generating triangle strips... couldnt that be considered a variant of the travelling sallesman problem?

and there are quite a few solving algorithms for the travelling sallesman, right? unfortunately there are so many vertices on a 3d model standing for cities, that the algorithm would probably take forever...

thanks for the STRIPE link, quite useful...

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If you just need a render speed-boost you might want first try just to make triangle list post-T&L cache friendly. In my experience difference in speed of cache-friendly list and strip is only about 5-10%.

pentium3id : travelling sallesman is NP problem so you can just forget about using exact solution. Aproximations are good enough.

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nvidia has some source code:


not sure how old/good it is tho. i was using it in my engine, but then switched to lists.

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