The rendering in the engine I currently work on is preformed using vertex arrays. My job is to write code that calculates the U and V texture coordinate of each vertex of some models, and write the vertices into a vertex array.
That is obvious that most of the vertex coordinates in the vertex array will have more then one UV coordinate (for example, the coord (1,2,3) in one poly has the different UV values then in another one that shares the same vertex-coord). Because of that, I will have to write the same coordinate couple of times into the vertex array just because the UV values are different!
It seems that this will result in a very big vertex array! Are there any other techniques for texture mapping without writing the same vertex into the vertex array couple of times?
Thanx for reading , Max