Timeline for Multiple Vertex Buffers per Mesh
Current License: CC BY-SA 2.5
4 events
when toggle format | what | by | license | comment | |
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Mar 14, 2011 at 9:03 | comment | added | Will | Go with triangle strips all the way, with restarts or with degenerate triangles. Another tool for generating strips is cs.sunysb.edu/~stripe | |
Mar 14, 2011 at 8:52 | comment | added | void | For the position, figure out your maximum absolute x, y, z values (loop over all your positions and do something like mx = max(mx, abs(vertex.x))). Then divide all your positions with this value and multiply with MAX_INT16 (or similar). You can now convert to a short, just be careful of rounding errors since this will quantize your positions. Just multiply with your scale (mx, my, mz) in the vertex program to convert back to unscaled space. And yeah, preprocessing is required for strips, but it can be done right where you create your geometry too (I do that for splines and tubes.) | |
Mar 14, 2011 at 7:42 | comment | added | hiddensunset4 | Interesting concepts, how would using shorts for position (assumed vertex positions) work? If you could give an example on how to set that up. Only post what would be different in comparison to a traditional setup. Triangle strips require pre-formatting all your data, which I don't want entirely necessary? | |
Mar 14, 2011 at 7:19 | history | answered | void | CC BY-SA 2.5 |