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There is a build in triangle object in HLSL.
Would it be faster than using the created struct? it look like the triangle object is just a array of 3 float3 and could save the need of this loop :
for (int i = 0; i < numTris; i++) { for (int j = 0; j < 3; j++) { meshTriangles[i * 3 + j] = i * 3 + j; vertices[i * 3 + j] = tris[i][j]; } }
I'm not 100% sure of the loop removal opportunity but might be worth investigating
The text was updated successfully, but these errors were encountered:
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There is a build in triangle object in HLSL.
Would it be faster than using the created struct? it look like the triangle object is just a array of 3 float3 and could save the need of this loop :
I'm not 100% sure of the loop removal opportunity but might be worth investigating
The text was updated successfully, but these errors were encountered: