I’m trying to design a general stripification algorithm for my triangular meshes. I read one document that described creating a triangle strip where you can incorporate fans into strips by repeating a vertex in the strip. This is done by including ‘null’ triangles in the strip. For example, a strip formed of verticies 1 2 3 4 5 4 6 would form triangles 1 2 3, 4 3 2, 3 4 5, 5 4 6, with the ‘null’ 4 5 4 triangle being skipped.
Is this good practice in OpenGL?
Also, if I’m using VBOs, is there an advantage to stripifying my meshes?