Since the geometry data of your simple model seem to be correct, the texturing problem revealed by your final image may be caused by a faulty OpenGL code specifying this geometry (I think maybe somewhere in glTexCoord calls).
Thank you for your reply. I have created forum posts on AutoDESK's FBX SDK forums which is the library I use but they haven't replied back.
The code is based on their example so I will see if there is another example out there somewhere.
How did you print those new set of vertices? The original UV’s you printed are very obviously not correct. The second set has the correct values but in the wrong places.
Are you correctly indexing into the pools of normals, control points, and UV’s? Because you know that there are 4 ways to determine which UV to use and the file can use any of them, and it appears that you have valid values, but mismatched between vertices (correct value, wrong place).
L. Spiro
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How did you print those new set of vertices?
The original UV’s you printed are very obviously not correct.
The second set has the correct values but in the wrong places.
Are you correctly indexing into the pools of normals, control points, and UV’s?
Because you know that there are 4 ways to determine which UV to use and the file can use any of them, and it appears that you have valid values, but mismatched between vertices (correct value, wrong place).
L. Spiro
You hinted at the correct problem to solve.
I fixed this by actually setting the correct offset for my normals and UV's in the call to glVertexAttribPointer() and now everything works.