Original Post
I am writing a program where I take a model and break it down into chunks. Currently I have a very, very blunt algorithm O(n^2) which breaks it down leaving me with my desired vertex, index, texcoord, normal, and tangent buffers. I would like to speed things up since I may be dealing with 50k vertices and I need to break them down into reasonably sized chunks to stream in. As of right now it would be very easy and quick for me to generate a vector of points which would result in a triangle list. I know that Direct3D has an optimize function that can take in a buffer like that and spit out the index and vertex buffers by generating an adjacency buffer(I don't know how to structure one of these...). Does anyone have something I could reference or something to get me started with? Thanks, John