given a spread of vertices (xyz) how do I remove repeated ones? More specifically, given an xfile how do I get a list of single vertices without the repeated indices? Is there a pattern for how the indices are taken to create the faces?
I don t really see how to achieve it, any hint?
It would also be a solution to get a triangle strip when I export from Blender or to be able to transform from “3 vertices per triangle” to a triangle strip.
I see that the xfiles in the assets folder are in fact triangle strips.
have you tried Optimize (EX9.Geometry Mesh)?
Optimize (EX9.Geometry Mesh) doesn t seem to do anything… I ve tried it also with some vvvv primitives but nothing happens, also, the help patch is broken as the shader is for DX11.
found this on my harddrive. maybe it helps
VertexIdentity.v4p (22.6 kB)
Thank you, so it should be like that right?
VertexIdentity.v4p (24.9 kB)