You need to split verts so that you have enough for each unique combination of position + normal. So for instance if you had a cube you'd have 8 positions and 6 normals (1 for each side of the face). However once you combine them you need 4 vertices for each face, which gives you 6 * 4 = 24 vertices.
The obj loading sample in the SDK (MeshFromOBJ10) should show you what to do, if you need some code.
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#1MJP
Posted 21 August 2012 - 07:21 PM
You need to split verts so that you have enough for each unique combination of position + normal. So for instance if you had a cube you'd have 8 positions and 6 normals (1 for each side of the face). However once you combine them you need 4 vertices for each face, which gives you 6 * 4 = 24 vertices.
The obj loading sample in the SDK (MeshFromOBJ10) should show you what to do, if you need some code.
The obj loading sample in the SDK (MeshFromOBJ10) should show you what to do, if you need some code.