   GL_TRIANGLES to GL_TRIANGLE_STRIP
  Hi,I am trying to create a pluging for 3ds max; an exporter to my own format.  I been able to get all the faces of each object, and all three vertices of each face.  With this information I can render the object with glBegin(GL_TRIANGLES) and then following all the vertices of each triangular face.  But I want to use GL_TRIANGLE_STRIP, how can I convert the coordinates from individual triangles to a continues triangular strip?thxDiego Mendieta 
  first: there is no easy waysecond: for general models there is NO waythird: you end up with a couple of stripsfourth: less indices vs. less drawing calls is a tough decisionfifth: cache optimized triangle lists might be fastersixth: if youre using glbegin, then there are at least 100 more important optimizations (indexed vertex arrays using vertex buffer object extension)seventh: sorry for this list, spent too much time on another posting ,-)eigth: check nvidia.com for tool, source and algorithms on "stripyfing" models. ;  I wrote a tool for my game which converts Milkshape 3D files to my own 3d file format. It reduces the triangles to the minimum count of triangle strips and triangle fans possible (or at least a low count). The algorithm is a bit complex, but I try to explain it AFAIR (I hope this is correct, but I haven''t touched the source for quite a while, and currently I''m a little bit drunk... *g*):First it takes a vertex (After the following steps are performed, it chooses another vertex, until it passed all) Then it searches a triangle, which contains that vertex (again, it performs this step with all triangles that fullfill this condition). Then it chooses a vertex that also lies in this triangle (after that it performs the next step again with the other vertex of the triangel). Then it searches a vertex that forms a triangle strip or triangle fan with the other two vertices, and then another vertex, and so on.After all this you should know which is the biggest possible triangle strip or fan. Then you take that one, remove all the triangles it contains from your list, and do it all again to find the second triangle strip or fan....I had really good results with it. Although this is a kind of brute force, it didn''t seem to be slow (but I didn''t tried it yet on huge models). Anyway this is a step you perform just a single time you convert a model (so you can spend some time with it *g*).You can take a look on my source (it is licenced with the GPL)http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/balour/balour/src/game/tools/modelconverter.h?rev=1.1&content-type=text/vnd.viewcvs-markupandhttp://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/balour/balour/src/game/tools/modeloptimizers.cpp?rev=1.1&content-type=text/vnd.viewcvs-markupcone ;  oh sorry, wrong sources. I ment those:http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/balour/balour/src/game/tools/modeloptimizers.h?rev=1.1&content-type=text/vnd.viewcvs-markuphttp://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/balour/balour/src/game/tools/modeloptimizers.cpp?rev=1.1&content-type=text/vnd.viewcvs-markup 