Hi! That’s my first time so…don’t hurt me
I’m working on a 3DS Max 4 Exporter plug-in and after coding … well, debuging a way to build triangle strips, a PROBLEM came across: ¿How do I get Texture Coordinates correctly to match triangle strips?
Little explanation (Taken from an exported cube with “Box - UVWMapping”):
- Suppose that my resulting strip is: 4 5 7 1 3 0 2 …
- When you send those vertex indices to OpenGL with “glBegin(GL_TRIANGLE_STRIP)”, it builds:
face 4 5 7
face 5 7 1
face 7 1 3
face 1 3 0
face 3 0 2
… . . .
- Suppose that texture indices to this faces are:
face 4 5 7 - 14 15 16
face 5 7 1 - 5 23 1
face 7 1 3 - 22 20 21
face 1 3 0 - 12 11 13
face 3 0 2 - 10 8 9
… . . . - . . .
- So, ie: vertex 7 has 3 different texture indices {16, 23, 22} while in my strip structure it’s only called once…
I hope to make me understood, with my 2 most powerful weapons: my poor kindergarten english and my privileged crashed apple like IQ
I know that Quake2 model files have tri-strip info, but I don’t understand the way it works to get texture coords. It saves again the UV coords? Any volunteers?
And the question is: ¿ How can I assign those different texture coordinates to the same vertex (with OpenGL) ?
Any brighter (happy face, happy face) idea…
Thanks!