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rubberkidney

ASE loader

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Im writing an ASE loader, and it works fine...until i try to read in texture coordinates..the first problem i see is that there are more texture coordinates than there are vertices...i dont know how that works but if someone has some advice it would be helpful. Thanks : )

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if u think about it, the texture coordinates are directly related to the faces, not to the vertices. so u would require 3 tverts for each triangle. NOT 1 tvert for each vert. so number of faces x 3 == number of uv coords.

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I thought about that, but I''m using a vertex buffer, so this means I would have to dramatically increase the number of vertices in the buffer...I would like to avoid that if at all possible. Thanks for the idea though : ) any other ideas?

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