Jump to content
  • Advertisement
SR D

C++ Index buffers

Recommended Posts

I've been learning how to do vertex buffers plus index buffers using Ogre, but I believe this is mostly the same across several engines. I have this question about using vertex buffers + index buffers.

Using DynamicGeometryGameState (from Ogre) as an example, I noticed that when drawing the cubes, they were programmatically drawn in order within the createIndexBuffer() function like so ...
 

        const Ogre::uint16 c_indexData[3 * 2 * 6] =
        {   
            0, 1, 2, 2, 3, 0, //Front face
            6, 5, 4, 4, 7, 6, //Back face
            
            3, 2, 6, 6, 7, 3, //Top face
            5, 1, 0, 0, 4, 5, //Bottom face
            
            4, 0, 3, 3, 7, 4, //Left face
            6, 2, 1, 1, 5, 6, //Right face
        };


From the above, the front face is drawn using the vertices 0, 1, 2, 2, 3, 0. But when reading in thousands of vertices from a file, one obviously doesn't code an array specifying which vertices make up a face.

So how is this done when working with a large number of vertices?

Share this post


Link to post
Share on other sites
Advertisement

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

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!