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mesh &

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C0d3Wh0r3    122
y0, I''ve question about how did you store an mesh and his textures? Mean you have an mesh, an array of vertices, maybee normals, and yes, the texture coordinates, but how did you identify the textures for every triangle? And how did you render these mesh with an API like D3D, mean did you store every triangle in an VertexBuffer, before you set it then to the D3D Renderer? But i think that must realy slow, if you copy every triangle to an vertexbuffer, and render it then. Or how is it possible to set an texture for every triangle before it go to the rendering pipeline? I''m litle confused here...pls help me out there :D thx C0d3Wh0r3

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