Optimizing into strips

Does anybody know of an efficient way to sort all of the triangles in a model into triangle strips? It’s been a pain in the ass.


In a general model it must be extremelly dificult, no?


nVidia has code on their web site to do
just that.

Note that you only need to get “good enough”
results; finding the “optimal” strips isn’t
strictly necessary for gaining the most out
of batching the primitives, reduce vertex
traffic, and getting good utilization of the
transformed vertex cache (if you have HT&L).