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nickvbs

D3DXConcatenateMeshes

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After I use D3DXConcatenateMeshes(), there are the same number of subsets in the output mesh as the number of input meshes. The input meshes was an array of pointers to a single mesh. Why doesnt D3DXConcatenateMeshes() combine the subsets? Thanks

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Quote:
Original post by nickvbs
Why doesnt D3DXConcatenateMeshes() combine the subsets?

Are the subsets unique? I haven't used the function you mention... but I would imagine it can only "collapse" subsets if they are identical.

hth
Jack

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I believe you need to call the optimize function with specific options after. When do so, the attributes buffer will be setup.

You cannot keep your old attributes because the facenumbers are indeed not unique (what Jollyjeffers said).

I don't know how the function exactly works though, but this is what I understand about it atleast.

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Guest Anonymous Poster
Thanks for the help.

I was just experimenting with this function for rendering a large amount of instances of a mesh. Finally got it working but it runs about twice as slow as when just rendering them separately.

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