   Generating Triangle Strips from random objects
  Hello,I''m currently rendering my scene with single triangles, which is quite slow. My problem: I render random objects where I don''t know which faces I can render with triangle strips. Does someone know a solution?Lyve    _____________________________________Visit http://www.nilsschneider.de for finest trance music, studio, bio, guestbook and more!  
  NVIDIA has a NVtristrip library that lets you strip an arbitrary mesh. Go take a look at http://developer.nvidia.com you should find it easily since they''re pretty proud of that library that almost everyone uses.  ;  if your triangle list is well ordered, ie, taking good advantage of vertex caching, it should be no slower, if not faster, than a single triangle strip with duplicate indicies. This is my experience anyway.    | - Project-X - my mega project.. getting warmer  - | - adDeath - an ad blocker I made - | - email me - |;  Are you sure that the limiting factor is your vertex transform rate?  Have you tried culling your scene(occlusion, frustum, etc)?  Are you sure you''re GPU bound?  