I'm working on a X file loader that uses the ID3DXFile & ID3DXFileData helpers. I'm not using the D3DXMesh functions because I need to load these into my custom mesh class.
I got everything working except the normals which I find to be akwardly defined in the MeshNormals template. For some reason, it defines the normals with a new set of faces and a set of normals which basically invalidates the positions/texcoords/color buffers I had loaded previously because all these other components use another, but common, index buffer (faces).
Now I tried solving the problem: I "unindexed" my verts and the normals using their respective faces info and then I rebuilt a new common set of faces but that's slow as hell and I didn't get it to work perfectly yet.
So, before I start going down the path of finalizing this solution and optimizing it for cache-coherency in the hope of speeding it up, my question is: is there something I'm missing? Looks like this is getting all very dumb but I don't see any other way! I wish there was a way to "merge" the faces without "unindexing" them.
[Edited by - bios10h on March 26, 2006 10:33:03 PM]