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Matt Aufderheide

Batching D3DX meshes

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In my d3d engine i am using serveal hundred meshes for grass rendering. I dynamically reposition the meshes based on distance to camera. This way i can have apparently continuous fields of grass without using millions of models. But I am wondering if there is a way to optimize this further by batching all these meshes together and draw them all with one draw call. Is there an efficient way to batch D3DX Meshes? It seem I could use D3DXConcatenateMesh, but this seems like it is slow, plus i dont get the expected results. Is the best method? or is there a better way? Or is it just too much of a pain to batch meshes that are going to be moved around dynamically?

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Hmm, does anyone have any pointers on how to use D3DX Meshes with instancing mehtods? It seems D3DX has no interface native for this purpose, and i have to convert meshes to index buffers..

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