I agree, besides this represents a model very inefficiently. You see, if you want to skin your model, it's most likely that two faces that have 2 common vertices, although having the same coordinates may have different texture coordinates. This way, you have to duplicate vertices just so that you can store additional texture coordinates (so you have redundant vertex position, normal, etc.) However, I think this is the way Direct3D works...Originally Posted by Dan
P.S. In my software 3D engine made for this year's TMDC I use separate vertex, normal and texture coordinate lists (no redundancy), which not only saves some memory, but also increases performance (less transformations needed).
<sub>Спасибо, я через неделю проверю. А сейчас я поехал в отпуск Удачи...</sub>Originally Posted by Dan
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