So I am still having problems understanding the index buffer completely. There are a few thing related I need cleared up. Such as, how is an index buffer informed. I mean does like 3dsMax or blender generate the index buffer when you export your geometry? Is this index related to the face count and face setup of your geometry. like is the face index and the index buffer the same thing or equal I mean? the reason I ask is because I am trying to cook a mesh with PhysX and Reading on this subject it says this:
- "Do not duplicate identical vertices. If two triangles are sharing a vertex, this vertex should only occur once in the vertex list, and both triangles should index it in the index list. If you create two copies of the vertex, the collision detection code won't know that it is actually the same vertex, which leads to decreased performance and unreliable results."
After reading this I realize that I need to nail down my understanding of indexing triangles. If any one would help explain any of my questions I would be internally grateful. thanks