Hey guys I have a question. I wrote a little meshloader which reads a vertices and indices array from a file and put it directly to the ID3D11Buffer objects which works veery fast ( 500k vertices in about 0.8s) , but without materials.
Well now Im on implementing the material loading stuff and have a problem. When I load a mesh with multiple materials ( for example the sponza model -> I merged all meshes into one mesh with multiple materials) I have a big vertices and indices array. Now I should have a list for every meshpart ( from the big vertices and indices array) with its material infos.So I have to have for every meshpart a startindex number and the number of indices it has, so I can set its material ( shader and textures in direct3D) and render only the indices from startindex - numindices.
Well the problem is now that I use assimp to convert normal 3d objct files to my own format and can't separate or split the mesh into the infos for startindex and numindex for each meshpart with its material.
I don't know if it is possible but I need that for the materials. I can imagine that there is somewhere saved the index fields for each material ??
How can I solve that problem ?