Hi, I am making my own 3d Model importer in C++ (with DirectX 10) for my engine which is also under development.
I am using the FBX SDK which was suggested to me by someone in this forum.
The problem I have is that, even though I have read a lot of tutorials on how to do the rendering via vertex buffers and index buffers, I couldn't specifically get information on how the mesh data (including texture and material info) is arranged or should be arranged.
I would like to render multiple objects in my engine, and at a later stage do some model animations too. Right now all I can do is make a simple mesh with vertex and index buffers and assign a color to each pixel.
-I would like to know how to manage texture and material information in my model class.
-For example, I don't know whether I should include material information for each vertex or should I include it with each face/polygon.
-Also I would like to ask why do we have 'vertex' normals because a triangle can (and should) have 1 normal, not 3 (each for every vertex).
Is there a special reason for that or did I just misinterpret the tutorial?
-Do I need to make index buffers for normals separately or can I include them with each face/polygon data?
I will be grateful if anyone can point me in the right direction, even a good internet resource which solves my specific problems.