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Can i use the control points to describe my mesh
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  • zydgyy
  • Posted: 30 November 2011 01:48 PM
  • Total Posts: 84
  • Joined: 09 November 2011 05:37 PM

Hi,if i use opengl GL_TRIANGLES to draw my mesh,can i just use the control points of my mesh to export the mesh file,not to triangulate this mesh at first!

By the way ,i know there is a way to make a mesh to be triangles,so if i want to use GL_TRIANGLE_STRIP in OPENGL to compose my mesh,so how should i do?



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You can define meshes to use indirect indexes, which replicate a bit how strips are made, but this require you to setup vertices with two array (one for indices, and another for the vertices).



Robert Goulet, FBX Dev Lead

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How can i implement it,can u take an example for me,thank u a lot for it,or do you have some kind of lib for implementing it???

Author: zydgyy

Replied: 01 December 2011 11:08 PM  
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All of our sample code use this way of storing vertex data. Its called Index to Direct mapping. If you check ExportScene03, we build a pyramid that way.



Robert Goulet, FBX Dev Lead

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