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Bardack_x

OpenGL correct texture coordinates from model

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Well, since OpenGL uses a single index for al diferent element atributes (position, texture coordinates, color, normals, etc) what can I do to make models in 3dMax that respect opengl requirements?

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Your 3dsMax exporter should duplicate those vertices where different attributes are used at the same position.

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That works great for fewer position vertex than texture vertex but when a single position vertex have multiple texture vertex?

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That's the case I was talking about - there's multiple attributes (tex coords) at the same position.
If there's a position used with 2 tex coords, call it V(P1,T1,T2), then you create two vertices V1(P1,T1) and V2(P1,T2)

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