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Maxscript triangle strip exporting

Started by Funkyjive Mar 27, 2009 at 3:46 PM 0 replies 1.5k views
Original Post
Funkyjive
Funkyjive
Not sure which place is best to put this so I will put it here. I have been experimenting with maxscript to export my models to my own custom format. Up till now I have been doing this by getting every vertex position for every triangle and saving like the following...

t1v1.x
t1v1.y
t1v1.z
t1v2.x
t1v2.y
t1v2.z
t1v3.x
t1v3.y
t1v3.z
t2v1.x
t2v1.y
t2v1.z
t2v2.x
t2v2.y
t2v2.z
t2v3.x
t2v3.y
t2v3.z
As expected, I fill my vertex array and render it using the parameter GL_TRIANGLES. I would like to optimize my model format as well as the rendering by storing the data as a triangle strip (or fan). My question, is there any way to get the vertex information in maxscript (3ds max 9) in such a way that it is in the form of a triangle strip? I was thinking it might be possible to create an algorithm that would create a table of all vertex positions and try to create a strip out of that but I would really love to avoid creating that as I would rather spend the time on other development areas. Thanks in advance!
"I would rather be in the boat with a drink on the rocks, than in the drink with a boat on the rocks" -Unknown
Sneftel
Sneftel
Export the triangle data, then use NVTriStrip to make it into strips.

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