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Rasmadrak

OpenGL MAXscript and Vertex Arrays

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Hi, I'm currently writing an exporter for MAXscript to a custom game engine, but I'm having troubles exporting texture coordinates. The problem is as follows: If i use MAX's custom export I get an independent set of texture indexes, that work well with display lists and immediate modes. ...but - If I use vertex arrays the indexes used by vertices are not the same as the texture-coords and thus display incorrectly. Has anyone solved this one-to-one ratio before? Is there a way to supply OpenGL with a texture-index pointer as well as a vertex-index pointer? Thankful for any input! /Robert

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"Is there a way to supply OpenGL with a texture-index pointer as well as a vertex-index pointer?"

No. Index list is for optimizing post transform cache.
Group your vertex, texcoords, normals.

You'll need to write code that will do that or there was some code at nvidia.com which is down for the moment.

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