What is the advantage of using a triangle strip and a triangle fan in rendering?

I am currently developing my own 3d engine, which has very limited possibilities in terms of rendering geometry, and I want to expand it. I am interested in how to do this in terms of storing geometric objects and drawing them.

Now my abstraction supports rendering geometry as generic lists of triangles ( D3DPT_TRIANGLELISTin terms of Direct3D). There are other ways of representing objects - for example, triangular stripes ( D3DPT_TRIANGLESTRIP) or triangular fans ( D3DPT_TRIANGLEFAN).

My question is: are they really used when drawing geometry in modern 3D engines?

How can their use be beneficial and somehow they fit into the game creation pipeline? (I mean, for example, can artists develop their models so that they use these methods strips/ fans?)

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There are several other ways representing objects - for example, triangular stripes (D3DPT_TRIANGLESTRIP) or triangular fans (D3DPT_TRIANGLEFAN).

My question is: are they really used when drawing geometry in modern 3d engines?

TriangleStrip (0xFFFF 0xFFFFFFFF) . . , .

TriangleFan D3D9, D3D10 D3D11. , . , , , (, texcoord ), .

, , , , () . D3D, , , , .

( ), (. Humus ).

, , / , , , , .

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, , . , , , . , , , , .

. , , , .

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The advantage is that they reduce the amount of data that needs to be passed to the rendering engine. To send triangles Nin the list you need to specify 3*Npoints; if they can be represented as a strip or a fan, then you need to specify N+2points

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Source: https://habr.com/ru/post/1764002/


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