So, in both D3D and OpenGL there's ability to draw from an index buffer.
The OBJ file format however does something weird. It specifies a bunch of vertices like:
v -21.499660 6.424470 4.069845 v -25.117170 6.418100 4.068025 v -21.663851 8.282170 4.069585 v -21.651890 6.420180 4.068675 v -25.128481 8.281520 4.069585
Then it specifies a bunch of normals like..
vn 0.196004 0.558984 0.805680 vn -0.009523 0.210194 -0.977613 vn -0.147787 0.380832 -0.912757 vn 0.822108 0.567581 0.044617 vn 0.597037 0.057507 -0.800150 vn 0.809312 -0.045432 0.585619
Then it specifies a bunch of tex coords like
vt 0.1225 0.5636 vt 0.6221 0.1111 vt 0.4865 0.8888 vt 0.2862 0.2586 vt 0.5865 0.2568 vt 0.1862 0.2166
THEN it specifies "faces" on the model like:
f 1/2/5 2/3/7 8/2/6 f 5/9/7 6/3/8 5/2/1
Where we're v/t/n the first number is an index into the vertices array, the second an index into the tex coord array, the third, into the normals array.
So, in trying to render this with vertex buffers,
In OpenGL I can use glVertexPointer
, glNormalPointer
and glTexCoordPointer
to set pointers to each of the vertex, normal and texture coordinate arrays respectively.. but when it comes down to drawing with glDrawElements
, I can only specify ONE set of indices, namely the indices it should use when visiting the vertices.
Ok, then what? I still have 3 sets of indices to visit.
In d3d its much the same - I can set up 3 streams: one for vertices, one for texcoords, and one for normals, but when it comes to using IDirect3DDevice9::DrawIndexedPrimitive, I can still only specify ONE index buffer, which will index into the vertices array.
So, is it possible to draw from vertex buffers using different index arrays for each of the vertex, texcoord, and normal buffers (EITHER d3d or opengl!), or must I create a single interleaved array and then visit IT?