I''m using D3D. I want to use the draw primitive sending triangle strips. I don''t have a problem emplementing the api call or conceptualizing the data. However, when dealing with actual models (not just small primitives for testing) it''s much to dificult to setup the strips manually (text editor).
Is there a tool or modeler that helps arrange vertex data into strips?
Is anyone using strips?
If so how do you do it?
Thanks very much.
Usually the strips are setup automatically be analysing a set of triangles and connecting the into strips.
But I''m going to save you the trouble and tell you not to use triangle strips. Triangle strips are only useful if you can put many triangles together in one long strip. With many I mean more than 20. (Not an exact figure here as I haven''t done any benchmarking on it)
What you should use instead is VertexBuffers and indexed Triangle Strips. If you read the DirectX Developer FAQ on vertex buffers, it says that the best way to draw models is this, where you try to put as many triangles in one call at once.
Thanks for your reply. It''s my intention to implement vertex buffers and indexed triangle strips. It''s easy to make a strip longer than twenty triangles. You just pop a degenerate triangle here and there and viola!
I used tristrips / indexed vertices in OpenGL with my old engine. They helped improving performance quite a lot. The average strip was not so long (smaller than 10 tris), but that is already quite efficient.
I used a package called Stripe V2 to generate the strips. It works well, but it is not entirely bug-free.