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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
4.2 Geometric State 257
an index array I
j
for 0 j<3m represents the triangles
V
I
0
, V
I
1
, V
I
2
, V
I
3
, V
I
4
, V
I
5
,...,V
I
3m3
, V
I
3m2
, V
I
3m1
The goal, of course, is that n is a lot smaller than 3m because of the avoidance
of duplicate vertices in the vertex array. Fewer vertices must be processed by the
renderer, leading to faster drawing.
The class that represents triangle meshes is
TriMesh. A portion of the interface is
class TriMesh : public Geometry
{
public:
TriMesh (VertexBuffer* pkVBuffer, IndexBuffer* pkIBuffer);
virtual ~TriMesh ();
int GetTriangleQuantity () const;
void GenerateNormals ();
protected:
TriMesh ();
virtual void UpdateModelNormals (); ...
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Publisher Resources

ISBN: 9781482267303