What is the best value for minstriplength?
Depends on your mesh file, If the min strip length is too high you might end up getting no strips at all, if it is too low, you might have to call glDrawElements() multiple number of times increasing function call overhead, you you can use glMultiDrawArrays() though, Try setting this value to just a little more than the Vertex Cache size of your card.
Should I stitch the strips together?
Degenerate triangles decrease performance, stiching strips does that.
How should I use remapIndices()? Should I use it on the generated strips or on the original indices array? And anyway what does it do?
I dont think you can call remapIndices() on tri-strips (maybe you can, I am a lil rusty on this), this rearranges your vertices so that the indices dont jump too much so that its cache friendly (I mean if you had indices like (10,100,500) for a single triangle, it would change this to (10,12,14) or something so that your index access for triangles are cache friendly.
Thanks for your reply. I’ve already figured out the usage of RemapIndices().
But there is another problem. On some meshes there are some triangles missing after I generate tristrips. I have no idea why is this. Is this a bug, or am I doing something wrong? (The original non-stripped mesh works fine)
It’s supposed to be faster and produces better organised strips than the nvidia one.
It’s written by GPSnoopy whom frequents this forum, so if you have any questions about it you’ll probably get some decent free support from him!