ill actually probably just stick with your idea and ditch the nv lib for now as i am trying too keep this as lib independent as possible..
You can easily improve the cache-usage of the data in the index buffer by reordering the triangles in a second pass.
Just put the indices of each triangle into a fifo to simulate the gpu's vertex cache.
For the next triangle pick one which has the best match with the fifo.
A fifo with 16 entries should work fine, although newer hardware has larger caches.
is the .x file format still viable for mesh animations?
i can rig models with bones in blender and export the animations too the .x format.
I've never really touched .x except when looking at some directX/XNA-samples, so I can't tell any specific pros and cons.
But when it comes to 3d export, there are generally two groups of file formats:
- those that only export what's relevant for some specific use-case (and show you the finger if you want anything else)
- those that try to export *everything* and leave you with a bloated mess of data (which usually requires another pass of parsing and exporting)
I don't think it makes much of a difference which one you pick as long as it works and does what you need.