In the DirectX documentation supplied in the DirectX SDK, I am looking into Index buffers for optimal optimization, and have come to a brain meltdown.
Note: If the image above is not showing here is the direct link:
Notice how the Index Buffer goes 0, 1, 2 - 3, 0, 2. I understand the indexing and all that just not this. How come, for the second ▲ the index buffer goes 3, 0, 2 where 3 is a 'real' vertex and 0 and 2 are the 'indexed' vertices. To make that a little more clearer, how come the second ▲ starts with the vertex '3' and not say vertex 0 (0, 2, 3). Has this something to do with culling? if so, (0, 2, 3) is still being rendered clockwise?
This post has been edited by aaron1178: 07 April 2013 - 01:40 AM