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Cache friendly tri strip

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I'm just getting started with terrain rendering and am wondering about a good way to strip it. Is going down a column, then back up the next column, down the next column, etc a good usage of cache. I'm thinking that adjacents columns share vertices which ideally would be in the post-transform cache. If not, can someone give me a rough idea + links? Sorry if this question seems amateurish, but I'm pretty new to these topics and need a good starting point. Thanks,

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There's been a lot of work on this topic. See Optimization of Mesh Locality for Transparent Vertex Caching. The upshot is that the best way to optimize locality is with strips zigzagging back and forth in a column about 15 triangles wide (depending on cache size). The paper has more details.

EDIT: wrong paper, fixed now

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This topic is 4304 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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