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Akeley, K., Haeberli, P., Burns, D.; tomesh.c. C Program on SGI Developer's Toolbox CD, 1990
Evans, F., Skiena, S., Varshney, A.; "Optimizing triangle strips for fast rendering", Visualization 1996. link
Stewart, J. "Tunneling for Triangle Strips" link
Bogomjakov, A and Gotsman, C; "Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes" link
Castaño, I. "Optimal Grid Rendering" link
Forsyth, T.; "Linear-Speed Vertex Cache Optimisation". September 2006 link
Hoppe, H.; "Optimization of mesh locality for transparent vertex caching", ACM SIGGRAPH 1999 Proceedings link
Lin, G. and Yu, T.; "An Improved Vertex Caching Scheme for 3D Mesh Rendering", IEEE Transactions on Visualization and Computer Graphics, July/August 2006 link
Nehab, D., Barczak, J., and Sander, P.; "Triangle Order Optimization for Graphics Hardware Computation Culling" link
Jin, S., Lewis, R., and West, D.; "A comparison of algorithms for vertex normal computation". link
Lengyel, E. "Computing Tangent Space Basis Vectors for an Arbitrary Mesh". Terathon Software 3D Graphics Library, 2001 link
Max, N., "Weights for Computing Vertex Normals from Facet Normals" link
Mittring, M. "Triangle Mesh Tangent Space Calculation". Shader X^4 Advanced Rendering Techniques, 2006
Wagner, M., "Generating Vertex Normals" link
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- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11