I would like to start working on real-time progressive meshes and had a few
questions:
1-What is the performance of indexed triangle array versus triangle strip
array? The progressive reduction algorithm I am using will really mess up
any chances I have at strippifying the mesh as it collapses triangles across
strips. Will j3d use display lists for an by reference index triangle
array? Anyone have experience with this?
2-The progressive mesh algorithm I would like to use collapses triangles
using a minimum edge error calculation. I will pre-calculate the order of
vertex collapse. So the fully built shape might have X number of vertices
and x/3 triangles. Is it possible in the GeometryUpdater to shrink the
number of triangles, but retain the vertices? What is the likely cost in
performance if this is done often? Does using by reference eliminate the
possibiliy of being placed on a display list on the card?
3-Are there any major bugs I am going to run into using these features?
Thank in advance!
Dave Yazel
Cosm Development Team
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