I need to create a 3D model of a cube with a circular hole punched at the center of one face passing completely through the cube to the opposite side. I am able to generate the vertices for the faces and for the holes.
Four of the faces (untouched by the hole) can be modeled as a single triangle strip. The inside of the hole can also be modeled as a single triangle strip.
How do I generate the index buffer for the faces with the holes? Is there a standard algorithm(s) to do this?
I am using Direct3D but ideas from elsewhere are welcome.
You want to look up Tessellation which is the area of math that deals with what MizardX is showing.Folks in 3D Graphcs have to deal with this all the time and there are a variety of tessellation algorithms to take a face with a hole and calculate the triangles needed to render it.