New answers tagged 3d-meshes
I am gonna go on a whim and say that you are using Voxels, because you want to be able to dig holes and tunnels live. Storing a world who's state can forever change as a .obj would not be a good idea. For your sanity, and your customer's sanity you would be better off choosing a different format style. First step, split the world up into chunks. If an area ...
Using GL_LINE_STRIP worked for me, you could give that a try if you have not solved this yet.
You can easily add custom fields to your vertex data, one of which could be a vertex ID. You could also place those IDs in a separate vertex stream so you can use them with any mesh. The standard way to animate a face (or any other 3D model) would be to use some sort of skeletal animation (also called skinning) which generally means that each vertex stores ...
You shouldn't be loading the model every frame. Just load it once and render it over and over as needed. Also, you should create the DGSLEffectFactory and CommonStates once and reuse it. The design is for you to implement your own IEffectFactory and then you can return your own custom IEffect for custom shaders. You can also control the individual subset ...
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