Quote:Original post by Evil Steve
Unfortunately, using this method in D3D9 would require that all drivers implement it, or none do, which isn't really feasible. D3D10 is a "fresh start" so things like this can be put into the spec.
Yeah, I figured as much. I guess I was just hoping for a lucky break, like the ATI SM2 instancing trick. It does seem a bit obscure though, so I'm secretly wondering if this actually works as advertised in D3D10.
Quote:How many seperate strips are there?
Right now I've got 300, but I gather I'll need > 4,000 eventually (yep, doing hair rendering)
Quote:Shouldn't be hard to do. A strip is equal to indices 0,1,1,2,2,3,... You can just remove one segment and continue (0,1, 2,3), or, if you want to keep the indices fixed and just modify them locally (which may or may not be more efficient), just make a degenerate line by changing the end coordinate (0,1,1,1,2,3).
I think I follow, but I realized my problem may be even simpler. To render the hairs I'll only need to set up the indices for the linelist batch once to mimic the strips (so the simple 0,1,1,2,2,3... form) and I can just keep happily modifying the vertices on the CPU like I'm doing now.
I don't know what I was thinking, but it was overly complex to be sure. Thanks anyway! [smile]