• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
soloman

What the diffrerences between list and strip(specific to primitiveTopology) when i using DrawIndexed rather than Draw?(D3D11)

6 posts in this topic

In my opinion, list and strip is the same thing when i using index to specify the trangles.

It's different just in the call Draw().

And i think the list and strip.etc. are kinds of hiding index just for draw some simple two-dimention figures.

If my opinion is totally mistaken, please explain the differences between them when i already have the index data and tell me when to use list or strip?

Hope U understand what i am taking about.(my suck english...)tongue.png

Edited by soloman
0

Share this post


Link to post
Share on other sites

The difference is in how it interprets the specified index buffer, in the case of list it will read 3 verts each time and create a triangle with them these don't have to be connected to each other. In the case of a strip the triangle are connected to each other, and such will after reading the initial three discard the first one and read the next index in the Index buffer.

 

So in a list a square with 4 verts would need 6 indices to be able to be rendered properly by drawIndexed and would look like 123341 in the case of a triangle strip you only have to provide 4 indexes in the form of 1234.

0

Share this post


Link to post
Share on other sites

You are correct that both forms have a buffer of vertices and a buffer of indices, and the indices specify 3 vertices per face. But that's where the similarity ends.

 

I don't know about D3D11 in particular, but a trianglestrip can be more efficient in the pipeline because two of the vertices for each triangle have already entered the pipeline.

 

A trianglestrip also requires that the same vertex (position, normal, texcoords, etc.) be used for adjacent triangles. In some cases, for instance - a cube with adjacent faces which are at right angles, a trianglelist provides for rendering two vertices at the same position, but with normals at right angles, and with different texture coordinates applied to adjacent faces.

0

Share this post


Link to post
Share on other sites

Tks?man.By the way,I am wonder that if i extract data from obj file,what kinda primitive type i should deliver to IA stage?(tri-list or tri-strip)/*YOU CAN assume that i use the 3DMAX*/.unsure.png

0

Share this post


Link to post
Share on other sites

Tks?man.By the way,I am wonder that if i extract data from obj file,what kinda primitive type i should deliver to IA stage?(tri-list or tri-strip)/*YOU CAN assume that i use the 3DMAX*/.unsure.png

 

I'm not familiar with obj file specs or 3DMAX. However, to use a triangle strip, rather than a triangle list, you'll have to analyze the incoming data to ensure it can be used as a trianglestrip. If you're going to be importing obj data, you'll need to review the file specs in any case.

0

Share this post


Link to post
Share on other sites

If you read an obj file (and as far as I know, any other file format) you should use list instead of strip. The obj file stores a list of vertex coordinates and then a list of faces. You should read each line that represents a face and send the vertex indices for that face to be drawn.

 

A list is more general so you can draw anything, you'll probably use other drawing methods if you know exactly what you're drawing (if you want a rectangle use strip, if you want to make an hexagon it's easier with a triangle fan, etc).

0

Share this post


Link to post
Share on other sites

You are correct that both forms have a buffer of vertices and a buffer of indices, and the indices specify 3 vertices per face. But that's where the similarity ends.

 

I don't know about D3D11 in particular, but a trianglestrip can be more efficient in the pipeline because two of the vertices for each triangle have already entered the pipeline.

 

Almost, but not quite.  In both cases, and via DrawIndexed, the index buffer is actually being used to control the vertex cache, so a list can also skip transforms for potentially 0, 1, 2 or even all 3 of the vertices in a triangle (a strip can only ever skip 2).

 

A strip can save index bandwidth because it just needs one additional index to fully specify a new triangle.  A list is more flexible and potentially has better vertex reuse, but needs 3 indices to fully specify each triangle.  Pick whichever best suits your source data.

Edited by mhagain
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0