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ROAM triangle strips

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Hey guys, can someone familiar with the ROAM terrain LOD algorithm explain to me how the triangle stripping step is supposed to work? I understand how to generate a t-stripped terrain for an in-order grid, but the binary triangle tree terrain decomposition step in ROAM generates arbitrary triangle orderings. There's a reference at the end to a paper called "optimizing triangle strips for fast rendering" but I'm still not sure how it's supposed to work with the BTT triangles. Does anyone who's read the paper have a better understanding? Thanks very much.

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This topic is 3727 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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