While writing my exporter for Maya I came across a little problem that I hadn't considered before: UV coordinates are not necessarily unique for each vertex in a mesh. In general most vertices will have the same UV coordinates for all triangles connected to them but at texture seams this will not be true.
One (not very good) solution would be to just abandon indices and write out each triangle as three vertices but this would have a significant impact on performance and size.
The only good solution I can come up with to only duplicate vertices along texture seams. Is this the right way to handle this problem? It would make things more complicated for my exporter but its the only way I can see that would make sense.
One (not very good) solution would be to just abandon indices and write out each triangle as three vertices but this would have a significant impact on performance and size.
The only good solution I can come up with to only duplicate vertices along texture seams. Is this the right way to handle this problem? It would make things more complicated for my exporter but its the only way I can see that would make sense.