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f1engineer

Complex surface in DirectX

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Hi everyone

I'm making a 3D engine and representing technology is DirectX. The mathematical problems are resolved, i can calculate the points in the area of all the surfaces integrated in this engine. But i have a problem generating of complex surfaces in DirectX. For example:

I have a cylinder. With the bottom and top circle points of the cilinder i can create TRIANGLESTRIP primitives in DirectX. But when this cylinder is truncated from another surface - another cylinder perpendicular of the first one i have to make a hole in the first.

How can I represent this hole? With just TRIANGLESTRIP elements this seems to be impossible, because I can't interrupt triangles in a vertex buffer.

Regards
f1engineer

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If you're using an indexed vertex buffer, one possibility is to determine which faces not to draw by face index number and draw only the faces not intersected with several calls to DrawIndexedPrimitive.

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