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Paul Nicholls Guest
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Posted: Tue Jul 29, 2003 5:09 am Post subject: Speeding up terrain rendering using triangle strips... |
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Hi all, I have made some Delphi 5 classes that take a square terrain height
map made up of a square array of terrain patches (each represented by two
binary triangles), and tesselates them, ultimately producing triangles to
represent the terrain.
I now want to speed it up the rendering of the triangles by drawing as many
triangle strips as possible...
If I have each triangle's vertices & what terrain patch it was produces
from, is there an algorithm that can fairly quickly produces triangle strips
out of this information?
The strips have to be re-calculated everytime the terrain changes due to
holes being blown up in it every now and then...
Thanks in advance,
Paul Nicholls (Delphi 5/6 Professional)
"The simple things in life are often a pest..." - Chris Valentine
[email]paul-nicholls (AT) hotmail (DOT) com[/email]
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Alan Garny Guest
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Cox NewsGroups Guest
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Posted: Tue Jul 29, 2003 8:52 pm Post subject: questions about publishing |
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i am making a game hoping to introduce new fetures in to the video gaming
industry im using the converted directx9 jedi headers and am wondering if i
were to publish this would i have to pay jedi or microsoft for using their
directx stuff?
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Paul Nicholls Guest
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Posted: Tue Jul 29, 2003 11:12 pm Post subject: Re: Speeding up terrain rendering using triangle strips... |
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Thanks Alan, I'll take a look see :-)
"Alan Garny" <agml (AT) hellix (DOT) com> wrote
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Maynard Philbrook Guest
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Posted: Wed Jul 30, 2003 4:32 am Post subject: Re: questions about publishing |
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the directx9 is the meat of the core and that is included in the OS de MS so
i don't really think you need not worry..
Cox NewsGroups wrote:
| Quote: | i am making a game hoping to introduce new fetures in to the video gaming
industry im using the converted directx9 jedi headers and am wondering if i
were to publish this would i have to pay jedi or microsoft for using their
directx stuff?
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