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D3DXMESHOPT_DONOTSPLIT

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Can someone explain the above ID3DXMesh optimization flag? (I do not follow the SDK docs description.)

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Splitting = making another vertex with the same values.

That flags stops it from doing that. Which will cause you vertex start and end values to overlap which may be sub-optimal depending on your rendering method. If you use hardware then it won't matter.

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Quote:
Splitting = making another vertex with the same values.

That flags stops it from doing that. Which will cause you vertex start and end values to overlap which may be sub-optimal depending on your rendering method. If you use hardware then it won't matter.


Oh okay, this answers my other question then that I posted yesterday. Just to verify that I understand:

If this flag is not specified, then the Optimize function will actually duplicate vertices so that the attribute entry vertex ranges do not overlap (i.e., disjoint). If this is specified, then it is possible that the vertex ranges will overlap.

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