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Geometry shader and adjacent indices

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Hi, I need help with indices and triangleadj type of index buffer. I have two triangles for example, and therefore both triangles have one edge that have adjacent vertex, and other two edges have no adjacent vertices because there is no vertex there. How can I set that in index buffer and how can I test for it in geometry shader? Or, do I just put same vertex as first vertex of the edge so I know that there is no adjacent vertex?

please help. Thanks. [Edited by - DobarDabar2 on March 3, 2008 1:32:32 PM]

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