Jump to content
  • Advertisement
Sign in to follow this  
mrhodes

How to make Triangle Strips ?

This topic is 2634 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey everyone,

I am starting off making a game and I have a question. I'm making a game where the game world is made of square cubes 32x32x32 and I will be spitting the world up in chunks that are 64 x 64 x 64 blocks each.
I plan to further sub divide that into an octree down to 16 x 16 x 16 blocks and render each child based on visiblity. Since I know each and every section I render will be the same, with exception of different textures I need to know how to make a vertex array of this 16 x16 x 16 section using triangle strips. I plan on using instancing for render each section and us the instanceid to figure out the final world location and texture coordinates.

I just don't know how to sort this in the most efficient triangle strips...

Any ideas of suggestions ?

Thanks,


Michael

Sorry if this isn't fully clear.... I'm new to programming this type of thing, and may not be asking the question right....

Share this post


Link to post
Share on other sites
Advertisement
Strips are no longer the most efficient primitive type on most consumer hardware and have not been for quite some time now. Of course there are always going to be slightly weird edge cases where you would still prefer strips, but for the general case you're wasting your time.

My current (OpenGL) renderer, for example, has a number of different drawing modes which the user can select at runtime: individual draw calls per surface, strips joined with extra vertexes to make degenerate triangles, strips joined with extra indexes to make degenerate triangles, strips joined with primitive restart, and indexed triangles (no strips). In every single test case and on all hardware it's been tested on, the indexed triangles mode beats the others hands down, and we're talking about pushing a lot of vertexes to the screen.

Essential reading: http://tomsdxfaq.blogspot.com/2005_12_01_archive.html#113546436585770597

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!