I’m trying to think about a LOD scheme that would work well with tri strips.
Basically, I’m thinking of reducing the resolution of a mesh by collapsing edges, removing one vertex (and two triangles) each time.
So I thought that I maybe could do that by modifying the index table to collapse the relevant triangle and turn them into degenerate triangles, which would avoid to break up the strip while limiting the amount of changes made to the index buffer to a minimum (which I think would be a good thing when using VBO, but perhaps I’m wrong ?)
Or perhaps simply by splitting the relevant tristrips into two, rendering them with MultiDrawElements (which would let me share index buffers between instances of the mesh at different LOD, unlike the previous solution).
The first solution would eventually lead to a lot of degenerate tristrips, the second one to a lot of primitives. Either problem could be limited by having precomputed (and pre tristripped) intermediate versions of the mesh.
So, which would be the best solution ? Or are both of these ideas unpractical for some reason ?
[This message has been edited by MORB (edited 01-14-2004).]