Hi Guys,
I'm able to load COLLADA DAE file and the mesh appear on the screen correctly if I only have one UV array in the .DAE file
But, sometimes when I export a mesh from 3Ds Max, I get more than one UV array inside the .dae file as the following:
<float_array id="Mesh29-UV0-array" count="24046">...
<float_array id="Mesh29-UV1-array" count="24046">...
<float_array id="Mesh29-UV2-array" count="24046">...
<float_array id="Mesh29-UV3-array" count="24046">...
<float_array id="Mesh29-UV4-array" count="24046">...
<float_array id="Mesh29-UV5-array" count="24046">...
<float_array id="Mesh29-UV6-array" count="24046">...
<float_array id="Mesh29-UV7-array" count="24046">...
If I have more than one UV array as the above, how do I load that into the vertex buffer?
In C++, my vertex structure look as the following:
struct VertexStruct
{
D3DXVECTOR3 pos;
D3DXVECTOR2 uv;
D3DXVECTOR3 normal;
}
Note that I only have one texture assigned to the mesh in 3Ds Max.