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Tri-Strips Texture Coordinate PROBLEM!!!

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Hi! That''s my first time so...don''t hurt me I''m working on a 3DS Max 4 Exporter plug-in and after coding ... well, debuging a way to build triangle strips, a PROBLEM came across: ¿How do I get Texture Coordinates correctly to match triangle strips? Little explanation (Taken from an exported cube with "Box - UVWMapping"): - Suppose that my resulting strip is: 4 5 7 1 3 0 2 ... - When you send those vertex indices to OpenGL with "glBegin(GL_TRIANGLE_STRIP)", it builds: face 4 5 7 face 5 7 1 face 7 1 3 face 1 3 0 face 3 0 2 .... . . . - Suppose that texture indices to this faces are: face 4 5 7 - 14 15 16 face 5 7 1 - 5 23 1 face 7 1 3 - 22 20 21 face 1 3 0 - 12 11 13 face 3 0 2 - 10 8 9 .... . . . - . . . - So, ie: vertex 7 has 3 different texture indices {16, 23, 22} while in my strip structure it''s only called once... I hope to make me understood, with my 2 most powerful weapons: my poor kindergarten english and my privileged crashed apple like IQ I know that Quake2 model files have tri-strip info, but I don''t understand the way it works to get texture coords. It saves again the UV coords? Any volunteers? And the question is: ¿ How can I assign those different texture coordinates to the same vertex (with OpenGL) ? Any brighter (happy face, happy face) idea... Thanks!

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Yep, that''s a feature of tri-strips, if the tex coords don''t match then you''ll have to split them up.

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Ok, but in the model stripifier code of Quake 2 source I can''t see any discriminating code to separate vertices with different texture coordinates although it works (with two floats U and V, followed by a vertex index), I''ve tried it.

Can someone explain, how can quake 2 models apply strips with textures, to me?

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Guest Anonymous Poster
quake2 model files only have one texture

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Almost all of you were right
You have to split the strips where vertices have different texture coords

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