rendering a quake2 md2 using vertex arrays

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-1 comments, last by PsyCHo puNk 22 years, 2 months ago
I''ve been trying to create a model loader for quake 2 (.md2) models that renders the models using indexed compiled vertex arrays. Everything works great.... until it comes to texturing. When using OpenGL to render indexed primitives it expects 1 texel per each vertex but the md2 can have multiple texels per vertex (shared vertices). How can I handle this? I dont want to use the GL command list either just the indexed triangles and key frame data.

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