I am importing an extremely detailed mesh (provided by a client) and it consists of something like 16 million triangles. For rendering performance I've been using the ID3DXMesh interface's Optimize and OptimizeInPlace methods. I'm using GenerateAdjacency with an epsilon of around 0.0025, and there doesn't seem to be much optimizing going on. Even with an epsilon of around 50.0 there's no significant increase in performance.
Am I misunderstanding Optimize? Isn't it supposed to get rid of unused faces based on the adjacency buffer? If that isn't the case, what other methods/algorithms/libraries could I use that would reduce level of detail?
Here's my code:
this->m_pMesh->GenerateAdjacency( 0.0025f, l_ulpAdjacencyBuffer ); this->m_pMesh->OptimizeInplace( D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT |D3DXMESHOPT_VERTEXCACHE, l_ulpAdjacencyBuffer, 0, 0, 0);