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filousnt

DX10 index buffer, last index 0xffff & triangle list

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hi, In a 16bits index buffer, last index (0xffff) is a strip-cut index. The problem is that i use triangle lists and i would like to use last index. Is there a way to use last index as an index instead of a strip-cut "signal" in DX 10 ?

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Quote:
Original post by XVincentX
As i know, D3D10 does not use any kind of "end signal"


http://msdn.microsoft.com/en-us/library/bb205133(VS.85).aspx

"An index buffer can index multiple line or triangle strips by separating each with a strip-cut index. Use the maximum possible value for the index (0xffff for a 16-bit index, 0xffffffff for a 32-bit index)."

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Have you actually tried using that index value?

I don't have my specs to hand, but I would personally assume (or hope) that its a context sensitive value. If you're using lists then by definition they can't be cut therefore if it encounters 0xFFFF it'll treat it the same as any other numbered index.

hth
Jack

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Quote:
Original post by jollyjeffers
Have you actually tried using that index value?

I don't have my specs to hand, but I would personally assume (or hope) that its a context sensitive value. If you're using lists then by definition they can't be cut therefore if it encounters 0xFFFF it'll treat it the same as any other numbered index.

hth
Jack


i thought the same but i tried and the vertex is throw away.

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ah, well I guess that's your final answer then. I'm pretty sure there are no API-level settings that control this behaviour.

Do you really need all 216 vertices in a single call? If you're using lists then it shouldn't be too hard to chop them up into a couple of calls.

hth
Jack

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Quote:
Original post by jollyjeffers
If you're using lists then it shouldn't be too hard to chop them up into a couple of calls.


Indeed, i was looking for any "API-level settings that control this behaviour" to be sure.

Thx

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