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D3DXSplitMesh and Octree

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Has anyone successfully implemented an Octree using D3DXSplitMesh or is everyone else better off splitting the mesh manually? The problem is sometimes a single split mesh would result in having vertices completely far away or at opposite end of each other. If D3DXSplitMesh would split the mesh by bounding boxes side by side then putting the meshes in an octree would be a trivial unfortunately not. Thanks in advance for any insights.

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This topic is 3343 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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