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NvTriStrip???

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I'm expected to use in NvTriStrip. But, question arises. Don't print out a tringle. Please check what the problem is. I appreciate if you send a simple example. Thanks for a job well do! send to me e-mail. please..^^ oneofall@naver.com ////////////////////////////// this is a hexahedron. /////////////////////////////// PrimitiveGroup* primGroup; USHORT numGroups; USHORT faceVertexIndices[36] = { 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6 , 0, 3, 7, 0, 7, 4, 1, 5, 6, 1, 6, 2 , 3, 2, 6, 3, 6, 7, 0, 4, 5, 0, 5, 1 }; SetCacheSize(24); GenerateStrips(faceVertexIndices, 36, &primGroup, &numGroups); int nCou = 0; for(int i=0;i<numGroups;i++) { nCou += primGroup.numIndices; } if( FAILED( g_pd3dDevice->CreateIndexBuffer( nCou * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL ) ) ) { return E_FAIL; } VOID* pIndices; if( FAILED( g_pIB->Lock( 0, nCou * sizeof(WORD), (void**)&pIndices, 0 ) ) ) return E_FAIL; unsigned short nIn = 0; for(i=0;i<numGroups;i++) { for(unsigned int j=0;j<primGroup.numIndices;j++) { unsigned short k = primGroup.indices[j]; memcpy( (WORD*)pIndices + nIn, &k, sizeof(WORD) ); nIn++; } } delete[] primGroup;

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Your code obviously isn't complete and it looks like you're missing all kinds of stuff. Anyways, I'd check your vertex buffer. Also, I don't know how you use triangle strips with index buffers, or how that gives you any advantage. The best sample is probably the tutorials in the DirectX help file. They're very straightforward.

tj963

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