Convert triangle strip to triangles. We can use this new pyvista.
Convert triangle strip to triangles h> #include <gl/gl. t a coordinate. Also here is some background on what an indexed mesh is Convert triangle strips to triangles? 1. Mesh. 3. My display algorithm looks something like this: // want to display by strip here to allow for quick processing of each of Oct 19, 2010 · I don't think you will gain anything if you tri-strip or quad-strip it, except some memory on the Element Array Buffer. Now, to make this easier to visualize; remove that triangle from the figure. In ordinary OpenGL if you used indexed triangle strip, there is glPrimitiveRestartIndex which basically specifies an index that when sent restarts the strip, this isn't available in OpenGL ES 2. On ther other hand, triangle strips are more efficient for the OpengGL to render. Locate an extremum point of the quad w. The “ tri-strip ” in the cylinder mesh represents the GL_TRIANGLE_STRIP primitive. May 18, 2014 · Okay, so that cube renders properly. The cylinder mesh uses two fans to render the end pieces (“ caps ”) of the cylinder. In XNA - you draw a wireframe (outline) triangle, or a filled triangle or a textured triangle. ie. 1 triangles per strip: Here's the greedy output for the third set of data, using 37 strips, averaging 4. r. For instance a Triangle Strip is a set of connected triangles which share vertices. The goal here is to minimize the number of total strips and try to avoid ``orphan'' triangles (also known as singleton strips) that ca not be made part of a longer strip. Your algorithm probably thinks none of the triangles are adjacent so can't form a strip. A triangle strip needs at least 3 vertices and will generate N-2 triangles; with 6 vertices we created 6-2 = 4 triangles. Rendering n triangles with GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN requires n+2 vertices. For example, you need only seven vertices to define the following triangle strip. SetTriangleStrip(strip, 0); And this doesn`t work: mesh. Every subsequent triangle shares two vertices with the previous triangle. TRIANGLE_STRIP mode, the order of the vertex coordinates or indices in the buffer is important. 4 triangles per strip: Here's the result of a "greedy" algorithm to convert the above data set to strips, using 26 strips, averaging 6. Cube using single GL_TRIANGLE_STRIP. h> #include <stdio. By hand, go to edit mode (press Tab) > press Ctrl+Tab > mesh select vertices > then shift click on 3 vertices you want to do a triangle and press F. I think there could be an alternative to triangle strips or triangle fans that would also require n+2 vertices to May 19, 2023 · I loosely understand how to process the strip data, but now the question would be how do I get from my current data to that strip structure consistently if I have a bunch of triangles in any particular order. toTrianglesDrawMode() to convert a strip or fan definition to plain triangles. Yep, I'd guess your algorithm was looking for how triangles join together using indices, but a mesh with the indices as 0, 1, 2, . The triangles do not lie in one plane. Yes, you select to render quads, but the driver will converting the quad into two triangles. Jan 15, 2013 · If the triangle list (indexed triangle list to be precise) has less vertices than the same data as a triangle strip, then likely it will run faster. Mar 1, 2023 · Using modeling tools inside Unreal engine 5 has never been this easy before. 123. Bhattacharya and Rosenfeld [5] have studied geometric and topological properties The input primitive type lines_adjacency provides 4 vertices, which can be mapped to 2 triangles (triangle_strip). The face direction of the strip is determined by the winding of the first triangle. A simple path in the dual of a triangulation identifies a sequence of triangles that form a “strip” or a (triangular) “ribbon” . Dec 4, 2011 · Although that doesn't help you since you need a tri strip. The plan is to rotate the second triangle around its connecting edge with the first triangle so that it becomes in plane with the first triangle. It reads vertex coordinate buffer or index buffer and use them in the following order to construct triangles: Here's the result of a "greedy" algorithm to convert the above data set to strips, using 26 strips, averaging 6. A C E F D B W X E C Y Z In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. 首先要了解gl_triangle_strip的构成方式,它是由最少3个点构成(正好3个点就是一个gl_triangle),每增加1个点,新增的点会和之前已有的两个点构成新的三角形,依次类推。 Aug 11, 2011 · 使用GL_TRIANGLE_STRIP或索引GL_TRIANGLES绘制动态数量的四边形是否更有效 [英]Is It More Efficient to Use GL_TRIANGLE_STRIP or Indexed GL_TRIANGLES to a Draw a Dynamic Number of Quads Sep 2, 2002 · Triangle strips and triangle fans are very useful because they help reducing the number of vertices to send through the pipeline. 0 and primitive restart. Aug 27, 2003 · Does anyone where I can find code for a triangle index converter? Something simple like it takes as input a list of indices and returns a list of indices? It has to convert: GL_TRIANGLE_STRIP -> GL_TRIANGLES GL_TRIANGLE_FAN -> GL_TRIANGLES and the reverse case: GL_TRIANGLES -> GL_TRIANGLE_STRIP GL_TRIANGLES -> GL_TRIANGLE_FAN [This message has been edited by Dat (edited 08-27-2003). In this way it is a zero-area triangle, but it is still connected. Feb 4, 2020 · Trianlge strips don't necessarily give increased performance. Converts a TRIANGLE_STRIP or TRIANGLE_LOOP Primitive to TRIANGLES, which is more widely supported. It is possible to export the vertex coordinates as full triangle arrays. h> #include <math. Triangulating polygons with holes is discussed in detail in this stackoverflow thread. Aug 20, 2010 · This is for a "triangle strip," not a "triangular strip. You do have all that in a obj file though, the list of faces are usually lists of triangles. With this information I can render the object with glBegin(GL_TRIANGLES) and then following all the vertices of each triangular face. This can be especially useful for converting regular triangle based meshes into a triangle strip based one. You can find information on this stack overflow article where the wireframe problem is illustrated. With triangle lists or triangle strips the vertices are sent to the GPU for processing; it can cache tristrip vertices equally well as triangle list vertices. The example shows this: #include <windows. Assuming they are all co-planar, you could certainly end up with a quad consisting of triangles 2 & 3, and then 2 triangles that can't be turned into quads with 1 & 4. You can create a triangle strip from a list of triangles - just need to find triangles with common To be completely honest though, I don't want to support other topologies as well. The following image illustrates this: Using a triangle strip as the output of the geometry shader we can easily create the house shape we're after by generating 3 adjacent triangles in the correct order. Jan 20, 2014 · [QUOTE=chbaker0;1257391]I’d think the easiest way to do this would be to use a triangle fan, instead of a triangle strip. 4 triangles per strip: Jan 18, 2006 · due to a slight mixup with file formats, I now need to change a set of triangle strips back into triangle lists. A triangle is made of three vertex references, and in case of connected triangles, two of them may be shared from one triangle to another. I been able to get all the faces of each object, and all three vertices of each face. Recur on the remaining figure. The vertices alone do not define the object, they are just a point cloud. Whether this is clockwise or counter-clockwise depends on the orientation of the strip. This is especially true for OpenGL ES, which is very sensitive for performance. If you want to strip it, create the corresponding Element Array Buffer, and call glDrawElements for each line. You can find the paper on the author's website here: "Practical quad mesh simplification" (PDF). SetTriangles (triangles : int[], submesh : int) : void Aug 8, 2012 · If one puts the same vertex A into a triangle strip several times, then takes another vertex B and puts this one several times into the triangle strip also (the amount depending on the triangle Sep 30, 2016 · I have a triangle strip in 3D (see illustration). ] Feb 12, 2012 · Here’s the result rendered as a GL_LINE_STRIP for clarity: So now I’d like to convert that into a set of triangles, or a triangle strip, or whatever primitive will let me give the surface a color or texture, as efficiently as possible. Now, does this actually improve the rendering speed on the graphics card, or does it merely reduce the amount of data that has to be sent to the card? I'm using a very simple model. Using Triangle Strip we will be able to get the following output, using those given vertices. you dont even need to go and use another application to edit the mesh anymore. OpenGL Triangle Strip Viewing Question. But the ones listed HERE and HERE (Both of which are taken from THIS specification) appear to have missing/malformed triangles and after closer examination from our previous topic found HERE, I figured perhaps the issue could've been spawned from OBJ files where faces contain quads (as they weren't being handled properly). Currently looks like this : #ifndef OBJMODEL_H #define… A triangle strip should not cross a hard edge, unless the vertices on that edge are repeated redundantly, since you will want different normals for the two triangles on either side of that edge. Each successive triangle will have its effective face order reversed, so the system compensates for that by testing it in the opposite way. Then you can do triangles in many ways. With a triangle strip you need 1002 vertices per circle, so overall 10,020 vertices. Is it therefore possible to convert GL_TRIANGLES arrays into GL_TRIANGLE_STRIP, please? Jan 2, 2003 · Besides the fact that triangles cannot be concave (one less thing to worry about), the only other difference between quads and triangles is simply…the amount of vertices needed to produce a primitive. and although a quad is technically two triangles, simply changing my methods to work with GL_TRIANGLES, or GL_TRIANGLE_FAN or GL_TRIANGLE_STRIP So basically I have this class that will store a vector of Triangles read from an obj file. Because the triangles are connected, the application does not need to repeatedly specify all three vertices for each triangle. Mar 27, 2018 · Rather than drawing triangle strip primitves (GL_TRIANGLE_STRIP), which necessarily implies connected topology, draw triangle primitives (GL_TRIANGLES). The indices need to be defined in order to define the triangles from the points. You can only draw something else on top of what's already in the framebuffer. Any other topology given as input (points or lines) will throw an Most other cases are best converted to triangle strips. This allows me to adjust the thickness of the wave in the z direction. However, none of the following two codes works and I cannot understand why: If I'm on the right track with the triangle strip method, anyone have ideas for converting? I'm hopeful the triangle strips work, since it means degenerate triangles could link all the polys within one of my 2D shapes together, drastically reducing the number of glDrawArrays() calls per frame. For example those triangles : 012. //Get my Advanced/Longer Tutorials:Gumroad: https://app. obj file. Aug 14, 2013 · The input to a geometry shader that accepts triangles is individual triangles, regardless of whether they originated from a glDrawArrays() or a glDrawElements() function call, or whether the primitive type was GL_TRIANGLES, GL_TRIANGLE_STRIP, or GL_TRIANGLE_FAN. gl_line_strip 4. So, we can turn every strip into a polygon. There isn't anything lile "draw now" and "fill later". – Jun 16, 2004 · In general, when rendering triangles in any fashion (list, strip, or fan), you should always render them in groups that are close together. Jul 8, 2019 · You start with an isolated vertex and its two edges, forming the first triangle for the output. I would like to flatten the triangle strip so that all triangles lie in the plane of the first triangle. The first and last vertex at the start and end of each row is duplicated. Apr 21, 2013 · Internally this function will convert the triangle strip to a list of triangles anyway. It is the problem of computing an optimal dissection into triangle strips that is NP-comlete. So all you need to do is iterate through and write out the vertices into a new list following that order. I started by using triangle fan, but that doesn't work if the region has vertices positioned at the same angle (relative to the center) but different radii, because then that whole region is draw solid. I know how draw with GL_TRIANGLES. thanks in advanc Aug 3, 2003 · Hi, I am trying to create a pluging for 3ds max; an exporter to my own format. Apr 8, 2018 · While the above works, I cannot texture / uv map or get normals since it uses GL_TRIANGLE_STRIP thus the uv coordinates are different for some vertices that are shared between triangles. – Dec 18, 2014 · Well, you emit 4 unique vertices right? Just assign each of the corners you emit in the geometry shader a different coordinate in the range [0. A vertex stream of n length will generate n-2 Feb 20, 2013 · I'm struggling to get an opengl triangle strip to display as a wireframe. , n-1, n treats each triangle as separate instead of sharing edges. Aug 5, 2012 · Your best option is to convert the quads to triangles. 0 though so I guess that's no help. Therefore, by choosing to render a quad will not make GPU work less, but will make your CPU work more, because it has to do the conversion. Using [ul] [li]layout(vertices=3) out;[/li][li]layout(triangles Nov 25, 2023 · I am trying to send a pair of triangle strips, derived from input triangles, for rendering The strips are defined by the following vertex indices: strip 1: 0 14 16 15 1 23 30 41 8 strip 2: 31 7 17 // QUAD_STRIP, TRIANGLES, TRIANGLE_STRIP and TRIANGLE_FAN primitives. h library and it outputs triangle strips. Since triangle strips were the best way to draw meshes a few years back, a new user searching for information might be confronted by a cacophony of tutorials advocating triangle strips and game developers saying "indexed triangles are better" without explaining why. – Feb 22, 2015 · Although a list of triangles may seem less efficient than a single triangle strip, it pays when you have more than one such concave polygons to draw (like a real 3d object constructed from them). So index data for T triangles takes T+2 elements instead of 3T, that's what I call compression. The list of indices resulting from this sharing forms a triangle strip. Then, you could just calculate the center of the polygon by “averaging” all of the vertices and create the fan starting at the center and going around through all of the corner vertices. One of the simplest ways to speed up an OpenGL program while simultaneously saving storage space is to convert independent triangles or polygons into triangle strips. In many cases (and all cases with a triangle strip), one or both of that triangle's vertices will be isolated. They are all, of course, points on a plane. Don't bother triangle stripping unless you have a compelling performance reason. How i can convert data for GL_TRIANGLE_STRIP? like glDrawArrays(GL_TRIANGLE_STRIP, 0, numberOfFaces); Thanks! Jan 6, 2021 · A triangle strip is a series of connected triangles. gl_line_loop. Optimal in the sense, that it is made of a minimal number of triangle strips. Instead of specifying triangles by the programmer, WebGL constructs triangles automatically. In this case you can draw the whole multi-polygon object with a single draw call (many tri-lists can be concatenated into one), whereas with a Jul 22, 2014 · This is question for Direct3D 10 or OpenGL 3. Mar 4, 2013 · Well, one alternative is to use Geometry Shaders, passing a GL_LINES_ADJACENCY primitive (4 vertices) and having the GS convert this primitive into a triangle strip. normalized(); To find the distance of the plane to the origin, project any of the points on the normal, and take the length: Feb 9, 2017 · 3. Jun 7, 2012 · As part of their paper on Quad Mesh Simplification, Tarini et al. Where a Triangle Fan is also a set of connected triangles, though all these triangles have a common vertex how exactly it would work i don't know but finding shared vertices between triangles and then converting these shared ones (you group by 2 triangles, and convert that to tri_strip) next would be to find shared vertice of tri strip quad but i mean ' 'the' 'next' ' shared vertice i reckon for first quad tri strip is 4th vert and for second quad Feb 19, 2022 · The geometry shader takes the two vertices in each line segment and uses them to draw two triangles. This can be done in one call using the Nvidia only extension GL_NV_primitive_restart May 16, 2013 · The topologies require different numbers of vertices. Unless the geometry shader outputs more than three vertices, the result is Jan 11, 2015 · Triangle strip A,B,C is connected with triangle strip E,F via a degenerate triangle D. The standard rectangle shaped mesh generation looks like this:(its in c++, but use it as pseudocode) Feb 6, 2006 · A triangle strip will take the first three vertices to form the first triangle, and then every additional vertex afterwards forms a new one. As the name suggests, it has a triangle primitive type. Call AddEdge(start, end) to add the polygon edges and finally BuildPolygon() to receive a IPlanePolygon which contains a Polygon and the original 3D vertices. Jul 22, 2015 · @zyner Drawing K indices in GL_TRIANGLES mode produces [K/3] triangles. Aug 6, 2020 · The triangle conversion behavior could be factored out and moved to a process that would loop through each mesh and convert the ones marked either as strip/fan to '3-indices' triangles, but I would reserve such conversation for a different issue. Assuming you can triangulate everything in blender, load the triangles into a VBO and render indexed via glDrawElements. All that remains is to remove shared edges. 0] where (0,0) is the bottom-left of the image and (1,1) is the top-right. So, I think I just need some general method to convert an enclosed spline/list of points into a triangle mesh. The Geometry Shader stage has access to 6 vertices and attributes, which forms 4 triangles. This is almost three times smaller, which should be a bit faster when transferring to the CPU. I've numbered the triangles here. Don't forget that winding for a strip needs to be reversed on every other triangle. 2 / GLES 3. Any other topology given as input (points or lines) will throw an To test the intermediate steps, create a IEdgesToPolygonBuilder by calling PlanePolygonBuilder. Oct 27, 2016 · First you have can convert your "curve object" to "mesh object" (select your object, Alt+C, convert mesh from curve/meta/surf/text). Each vertex will cause a new triangle to be drawn (with the previous two vertices), so each square is drawn with two triangles. As ideasman42 pointed out in the comments, Face > Poke Faces will also triangulate the mesh by adding a vertex in the center of each face and fan-filling around the vertex, it may give preferred results for certain cases, for example, cylinder caps. You can't use the same vertex stream though. Jan 1, 2014 · You can put multiple triangle strip into one vertex buffer, or render separate primitives that are stored in one buffer. The other 3 vertices are forming the neighbor (adjacent) triangles, in combination with the Sep 25, 2019 · This can be done in O(N), where N is the number of vertices of the strip. ’ Assets/Standard Assets/Scripts/Utility Scripts/MeshCombineUtility. 9. does anyone know of any simple algorithms to do this? I've tried google but it's only given me triangle list to triangle strip conversion, not the other way around. Where you currently render GL_TRIANGLE_STRIP and pass vertices: Sep 10, 2013 · Solution C: The Triangle Strip solution you have asked for. Nov 12, 2019 · Another reason is two triangles do not have to be co-planar, which is not true for quad. The ideal solution of course would be 1 & 2 being a quad and 3 & 4 being another quad. If you can’t go that route for whatever reasons, you have to modify the engine. In this part, we will try to convert triangles to quads with additional primatives. If you feed a triangle strip as GL_PATCHES w/ patch size = 3, you will obviously get incorrect results. 2 gl_triangle_strip. – Jul 18, 2020 · GL_TRIANGLE_STRIP: Every group of 3 adjacent vertices forms a triangle. Once one strip is complete, the best polygon to choose for the next strip is often a neighbor to the polygon at one end or the other of the previous strip. Specifically a triangle strip. Feb 19, 2013 · Lets say i have a concave polygon and want to map a texture on it. Triangle Fan. S Apr 19, 2022 · Say you have distinct vertex A, B and C. 2 triangles per strip: Here's the greedy output for the second set of data, using 35 strips, averaging 3. If the model is generated directly from NURBS data or from some other regular geometry, it is quite straightforward to connect the triangles together into longer strips. For N vertices in a stream, triangle fans will generate N-2 triangles. Rendering n triangles with GL_TRIANGLES requires 3*n vertices. For a triangle list 10 circles á 1000 triangles need 30,000 vertices. Nov 13, 2017 · However, when storing a shape to be rendered later via the vertex buffers, which is the much better way of doing things, My model renderer will only work with shapes which are composed of triangles. For example, here are the sets of vertices that would be grouped into triangles: Triangle 1 = 1, 6, 2; Triangle 2 = 6, 2, 7 Jul 14, 2023 · The idea is to use BufferGeometryUtils. 29. 234. However, that's going to be slower to render, because one should assume geometry shaders are always slower to render. An image of these primitives // is provided in the distribution: OpenSceneGraph-Data/Images Mar 2, 2015 · One clarification to your way of thinking before we begin. Jan 3, 2016 · obj format doesn't have support for triangle strips. Aug 13, 2012 · When we send data for drawing we can mark it as TRIANGLE_STRIP or TRIANGLE_FAN to reduce the number of vertices we have to specify. The normal of the plane is: var plane_normal = (B - A). 3 vertices form the triangle which is currently rendered. gumroad. I need some way to get an array of vertices, their texture coordinates and normals so that I can texture and light a plane to end up like this. This means there are two triangles of zero area (degenerate triangles) between each row. You wouldn't want to render one triangle on one side of your world and then the next triangle on the other side of the world because then there is no chance that those triangles will use any of the same Jan 25, 2011 · What I meant to say with GL_TRIANGLE_STRIP was, that it is possible to reorder triangles into an optimal (cache-reusing order) and then stripify them. I'm trying to look at a way to convert an indexed array containing degenerated triangles strip to an other indexed May 7, 2011 · In general, there are two vertices per square in the grid. a stream of six vertices, 1,2,3,4,5,6, will have the first three form the first triangle thus: When drawing with GL_TRIANGLE_STRIP, OpenGL will build triangles by taking each set of three vertices, advancing by one vertex for each triangle. Thanks as always for any advice or discussion! Feb 6, 2006 · To render a triangle strip, you can think of it like so: For each vertex n where n starts at 2, render a triangle consisting of the vertices n, n-1, and n-2. present a section on Tri to Quad mesh conversion (Section 6 to be precise). At what point would I define the "start" of my strip? Oct 29, 2012 · I have a program that loads in a heightmap, I then sort the vertices out to an array using the triangle list method, my question is how would i go about changing it to triangle strip? I want it to be one strip so the first row would be left to right, second row right to left etc doing this using for loops. How can i drop that line?? If i have a flat 2d matrix (all height values are the same) the scene rendered is as i expect, but when i have different heights no, there is always that extra-line. Sep 3, 2017 · A triangle adjacency, contains adjacency data for triangles, so that adjacent triangles can be accessed. 345. " A tristrip is a data format that specifies a list of triangles using only nTriangles + 2 vertices, as each triangle after the first uses the last two vertices of the previous triangles. My geometry shader is set up this way: layout (lines, invocations = WAVES_PER_GROUP) in; layout (triangle_strip, max_vertices = 4) out; And this is the core code: Jan 17, 2006 · off the top of my head vertex *tstrip; // original triangle strip vertex listvertex *List[3]; // new list for indexed triangles //(you could do a pass first just to count non-degenerate triangles// pass the first parent and grandparentvoid buildList(Vertex *p, Vertex *gp, int trion=0, bool side=tr If you want to get a triangle strip for witch you have every vertex in an array, you should make an array of the vertices first. Let it be p, where p is an iterator on a cyclic container; Check if p + 2 lies inside of the ear formed by {p - 1, p, p + 1}. How to convert GL_TRIANGLES to GL_TRIANGLE_STRIP? 23. cs(130,73): warning CS0618: UnityEngine. Triangle D would be defined as two points of C, then two points of E. Can I use GL_TRIANGLE_STRIP on it? I guess no because three consecutive points can form a triangle "outside" the actual polygon. Problem with degenerate triangles and GL_TRIANGLE_STRIP. We can use this new pyvista. cross(C - A). Convert your triangle strip to a triangle list by duplicating vertices or indices. For example, here are the sets of vertices that would be grouped into triangles: Triangle 1 = 1, 6, 2; Triangle 2 = 6, 2, 7 This repository provides an easy to use python function that generates a (not guaranteed optimal) triangle strip out of a set of connected triangles. h> #define step 8 # Say your mesh contains a list of connected triangles. CreatePolygonBuilder(). GetTriangleStrip(int)' is obsolete: Use GetTriangles instead. Mar 23, 2012 · I have data from *. They are more efficient than un-indexed lists of triangles, but usually equally fast or slower than indexed triangle lists. Nov 27, 2019 · Triangle Strip. PolyData to see how VTK represents triangle strips as individual faces. Jan 31, 2010 · In this post I will try to explain why a performance-focused OpenGL application like X-Plane does not use triangle strips. Of course this seems to be a hack, since a lines adjacency is something completely different than a quad, but it works anyway. You should (with a bit of work) be able to turn that mesh into one or multiple "triangle strips" by moving from triangle to triangle, to store/handle them more We can use this new pyvista. You see: much more triangles drawn for same number of indices. Example of Triangle Strip. 0,1. Let's say we have two polygons. com/polygo Jan 2, 2016 · Even a list containing every single triangle of a mesh with n triangles is a dissection into n triangle strips of length 1. Oct 24, 2017 · When drawing with gl. For regular meshes, triangle strips should be lined up side by side as shown in Figure 10. 2. Reply Feb 22, 2018 · You can select all the faces and go to Face > Triangulate Faces in the 3D View header (or just press Ctrl+T for the same effect) while in Edit Mode. It is possible to turn a When drawing with GL_TRIANGLE_STRIP, OpenGL will build triangles by taking each set of three vertices, advancing by one vertex for each triangle. Internally this function converts a list of triangles to a strip, so it might be Feb 21, 2017 · I want to draw this region solidly. . I just want to support triangle lists; so yes, there are three vertices per triangle. Dec 4, 2020 · I'm using the gl. However, I recommend to not doing that and rather update other logic of your app so you actually render triangles. In the old days (pre-1998/99) GPU vendors used to recommend triangle strips as the optimal primitive type, but that was in a very specific case - non-indexed triangle strips using the GL_TRIANGLE_STRIP mode via glDrawArrays or glBegin/glEnd. ' This is the original code at line 177: mesh. OpenGL should handle all the drawing just fine as long as you store the triangles correctly. are equivalent to a single but with TRIANGLE_STRIP i have to produce degenerate triangles at the end of each rows. One you define the initial triangle w/3 vertices, each additional vertex produces a triangle primitive. Feb 2, 2013 · Internally this function will convert the triangle strip to a list of triangles anyway. I need a way to modify the above code so that instead it could look something more like this: Jan 17, 2014 · I want to convert the vertices of a triangle strip to independent triangles so I can draw them using OpenGL's GL_TRIANGLES primitive type. See how the faces array is much larger (~3x more) even for this basic example even despite representing the same data. Ideally, I would also want to convert triangle strip and fans to triangle lists as well but that's a topic for another day. Don't use GL_POLYGON or display lists as they're effectively deprecated. I’m not really sure how to do that though. Drawing K indices in GL_TRIANGLES_STRIP mode produces K-2 triangles. Until now, I was triangulating the polygon manually and call glDrawArray with GL_TRIANGLES parameter which works fine. If the number of vertices are very close in both cases, then possibly the strip will run faster because it doesn't have the overhead of the indice list, but I expect that is also driver specific. Jun 24, 2013 · Is there a fast way to call glDrawElements with GL_PATCHES while providing a ‘triangle strip’ list of indices ? Right now I have to convert my triangle strip to triangles list because there is now way to tell the OpenGL Tesselator Control shader that my drawElements call is triangle strip list and not a triangle list. lyuzfmc fdu miu dhbksm ruztsz mglx pdlyp gzud mgbf ver cnykun deknnv cujnmn husft yjyopjt