Thanks for your reply.
Yeah. I understand your first method. I have a piece of code that does exactly that. The problem was that I needed to load it as an indexed mesh. Rendering itsself is not really a problem.
My goal was to load the obj file while still having it indexed, so that the same vertex is not sent to the GPU twice. I've decided to drop this, and just load the geometry as a simple list of triangles, each having unique vertex- and uv coordinates. This makes my life a bit easier. It's not really optimal, but for small meshes, you wouldn't notice any difference.
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