Can someone tell me about or point me to a source on triangle strip
generation algorithms? I'm working on a little 3D program using OpenGL.
My model data is an array of vertices referenced by an array of
triangles. If I render the data using GL_TRIANGLES (after I determine
the visible triangles) , I end up sending a lot of the vertices more
that once. I would like to generate triangles strips from the visible
triangles to reduce the redundant computations and load.