Hi,
I am drawing a mesh using a TRIANGLE_LIST. To draw the mesh I am looping over points.
To draw the TRIANGLE_LIST I have index and vertex buffers.
For example in the code below if I want to skip the triangles in point 5 and If I try with continue to skip this iteration in the loop in both vertex and index buffers I am getting a lot of graphics artefacts. What is the proper way of doing this?
batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, (points_.Size() - 1), false);
float* dest = (float*)vertexBuffer_->Lock(0, (points_.Size() - 1), true);
// For each point draw triangles
for (unsigned i = 0; i < points_.Size(); ++i)
{
if(i==5)
{
// Skip this point
// This apporach has graphics artefacts
continue;
}
// Draw triangles
// Update dest
}