using MeshTopology

Hi,

Can somebody tell me how to use MeshTopology to create a simple mesh with points?

I saw that we need to use SetIndices but there is not a simple example to understand how to use this…

Thank you in advance.
rp

myMesh.SetIndices (myIndices, MeshTopology.Points, 0);

–Eric

Aras has put up a very useful Unity project with examples of dx11 and meshTopology usage, link below taken from this thread.

https://dl.dropbox.com/u/1119248/DX11Examples-4.0.0b7.zip

The link doesn’t look to work , do you have the zip?

Somebody know if it’s possible to change the size of the points or the width of the lines using Mesh Topology??

Thank you in advance!

rp

It’s not possible. If you need that I’d recommend Vectrosity.

–Eric

Works fine for me.

Eric, do you know if with Vectrosity is able to display at least 40Millons of points?

I know that using MeshTopology we can display 40M but if I can’t change the size of the points that’s a problem. Can Vectrosity do it?

rp

Somebody knows?

Please wait more than an hour or two before bumping posts please. Vectrosity could technically display 40 million points, but probably not at a good framerate, depending on what you’re doing.

–Eric

Do you know how many points Vectrosity can display at 30 fps ?

rp

Depends on what hardware you’re targeting and what you’re doing (for example, are the points moving on-screen or not).

–Eric

lets say a a standard gamer graphic card with static points, how many points?

If the points (and the camera) aren’t moving, then you could do millions since they don’t need to be refreshed, so the limit is how fast your graphics card can display meshes. If you updated all the points every frame, then probably 100K or so.

–Eric

Thats not good for us… we need to have millions (10M) exactly like meshTopology do it, but we need to be able to change the size of the points…

Somebody knows if Unity4 will be able to do that soon?

rp