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HLSL container?

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In HLSL I would like to have a data structure as follows:

List of Objects
List of Triangles in Object
float4 describing vertex 1 position
float4 describing vertex 2 position
float4 describing vertex 3 position

How can I implement something like that?

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Well, I figured out the answer. By implementing the following buffer, for example, we have the desired data arrangement.

cbuffer ObjectData : register(b0)
int NumObjects;
Texture1D<int> NumTrisInObject;
Texture1D<float4> TriVertex1Pos;
Texture1D<float4> TriVertex2Pos;
Texture1D<float4> TriVertex3Pos;

This allows listing of all the vertices in all the objects and a way of knowing how to access a particular vertex in a particular object.

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