Triangle strips?

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primem0ver
Posts: 57
Joined: Sat Oct 11, 2014 11:07 pm

Triangle strips?

Post by primem0ver »

Hello all,
In all my previous 3D programming, I dealt directly with DirectX. I am trying to grasp the differences between how Irrlicht does things and how DirectX 9 did things. In dynamically created meshes there were at least three different approaches to drawing objects.

Triangle fans... the basic unit was a single vertex and a line of nearby vertexes that all used the first point as an "origin".
Triangle lists... a list of triangles that are drawn individually where points are not reused. Each triangle in the list is made of 3 points.
Triangle strips... a series of triangles that are drawn sequentially. Points are reused so this is more efficient time wise and memory wise than a list (when it is possible to use).

Here is an image that illustrates these:
Image

I have seen documentation on the first two. Is the drawing of triangle strips supported?
REDDemon
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Re: Triangle strips?

Post by REDDemon »

As far as I know irrlicht don't have that. however I think the best would be having triangle strips with primitive restart index (could be wrong, Nadro did a lot of improvements)
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hendu
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Joined: Sat Dec 18, 2010 12:53 pm

Re: Triangle strips?

Post by hendu »

All three are supported and work. I've used them all in GL.
primem0ver
Posts: 57
Joined: Sat Oct 11, 2014 11:07 pm

Re: Triangle strips?

Post by primem0ver »

Ok thanks.
chronologicaldot
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Re: Triangle strips?

Post by chronologicaldot »

To be precise, they are supported in OpenGL and (I think) DirectX for Irrlicht, but Burnings doesn't do all of them yet (unless Nadro or burningwater snuck in there and did them lately). It's on the to-do list.
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