I have been given the task of determining an application’s frame rate as a function of triangles rendered. The specification of the objects is done by tri strips. The object input file has a section which lists vertices, for example a quad:
vertices 1.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 0.0 0.0 0.0 0.0
and a section which lists the tri strip indices:
indices 4 0 1 2 3
Where the first number is the number of indices, followed by the indices.
There are similar sections for surface normals and texture coordinates. This is a custom in-house (i.e. stupid) format.
My plan is to make a single quad, with an increasing number of tri-strips, and determine the frame rate for each quad. The problem is that for any significant number of tri-strips, the creation of this input file becomes extraorinarily tedious.
I am seeking suggestions on
- A better way to do this test?
- An easier way to generate the input file
Creating the vertices is easy… I can whip out some C code to do that in about 5 minutes. The issue is generating the tri-strips from the vertex data.
Will NvTriStrip or tri-stripper do this for me, without generation a tri-strip of only two triangles?