Split Mesh
walbourn opened this issue · comments
A function to break a mesh into multiple index buffers/vertex buffers based on a specified size.
void D3DXSplitMesh(
_In_ LPD3DXMESH pMeshIn,
_In_ const DWORD *pAdjacencyIn,
_In_ const DWORD MaxSize,
_In_ const DWORD Options,
_Out_ DWORD *pMeshesOut,
_Out_ LPD3DXBUFFER *ppMeshArrayOut,
_Out_ LPD3DXBUFFER *ppAdjacencyArrayOut,
_Out_ LPD3DXBUFFER *ppFaceRemapArrayOut,
_Out_ LPD3DXBUFFER *ppVertRemapArrayOut
);
This primary use of this function is to take a mesh that requires 32-bit indices into a set of meshes that only requires 16-bit indices, which is most useful when preparing meshes for Feature Level 9.1 devices.
The need to support Direct3D Feature Level 9.1 is very low. Even UWP apps and Windows phone 8 can assume Feature Level 9.3 or better.
The split algorithm is basically a loop over faces. If the number of vertices required by adding a new face exceeds a threshold, a new mesh is created.
The function would need to return n IBs, n lists of attributes, and n VB remaps from the original.
It provides updated adjacency information for the new "meshes" by breaking links between split faces.