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#ActualMJP

Posted 21 August 2012 - 07:22 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.

#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.

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