Oops, I don't think I made it too clear what I meant, my fault. Although the triangles on a surface look as though they should be sharing vertices at an edge, they don't actually share ANY vertices because each vertex needs to be totally different because although the x,y,z location is the same, the texture coordinates need to be different (because of the texturing technique and lightmapping).
'Don't forget that you can still tri-strip a non-continuous surface by inserting degenerate triangles between the unconnected strips (by duplicating the vertices at the end of one strip and the start of the next).'
Yup, I can tri strip it if each triangle has a totally independent 3 vertices (i.e. unused in the other neighbouring triangles which use 'duplicate' vertices (with different texture coordinates) rather than the same vertices, but there would then be no benefit to stripping it over just sending each triangle by a batch of 3 indices. (i.e. to get each triangle in a strip in this scenario you would need to send all the 3 indices plus potentially extra for a swap to get the degenerate triangle).
'If you use DrawIndexedPrimitive() for you're rendering then you just need to duplicate the index rather than the whole vertex (saving transform time) and the extra triangles will get rejected early on during the triangle setup stage on the card.'
Unfortunately I think the card would still have to perform the entire t&l etc on each 'duplicated' vertex on the triangle edges because they are actually separate vertices (i.e. the card doesn't 'know' ahead of time that the x,y,z coordinates are the same).
'If you haven't already then you might want to take a look at nVidia's triangle-stripping program - it takes vertex caching into account when it generates tri-strips (and I think it'll insert degenerates for you, can't remember) - go to the developer's section at
nvidia.com. '
Yup, I'm familiar with it, but as with all stripping algorithms it relies on the fact the triangles are SHARING vertices, but in my case unfortunately no two triangles are sharing vertices.
But I think on reading your reply pieman you must have misunderstood because I badly worded my question
![Happy [:)]](/Emoticons/happy.gif)
so please don't take my comments as nastiness :P .