Original Post
I have a group of 9 vertices arranged as follows: 789 456 123 I want to create 8 clockwise winding triangles from these vertices. IE- 142, 245, 253, 356, 475, 578, 586, 689. What is generally the best method for sending these vertices to the video card? Right now I am sending them as an indexed triangle list using the order of indices I specified above. I am getting reasonable performance but wondering if there is a better way to order the vertices to send them to the card? I am looking for a general 'rule of thumb' solution, I don't want to write different code to accommodate cards with different vertex cache sizes. Also, is there a way ( preferably in D3D ) to determine how many vertices are being transformed and how many did not need to be transformed since they were already cached? This would make solving this problem somewhat easier.