Problems with texcoords and vertex arrays

Started by
11 comments, last by Snale 22 years, 5 months ago
Found the real problem... but no solution

The problem is that milkshape stores three s and t coordinates with each triangle. So one vertex can actually have several texture coordinates. But when using vertex arrays they can only have one(or?).

Anyone who knows a solution to this or do I have to skip vertex arrays?
Advertisement
the reason it does this is cause often models need multiple texture coordinate eg the lightmaps will usually use different texture coords than the decal texture.
solution is to duplication vertices, its a pain but it has to be the done
Hmm.. ok.
But just duplicating isn''t enough if I want to be sure I can load all milkshape models. Theoretically a vertex could belong to any number of triangles and each triangle could have a different texture coordinate associated with that vertex. Of course I could run through all the triangles and checking their texture coordinates and creating new vertices were it is needed but that seems like it more work than it''s worth. Perhaps in a later stage in development I might consider something like that.

This topic is closed to new replies.

Advertisement