OpenGL Index Buffer Woes
When working with custom file formats containing 3D mesh data, it's not uncommon to encounter the challenge of separate indices for vertices and normals. However, OpenGL requires a single set of indices.
Overcoming the Dilemma
The key to resolving this issue is to create an OpenGL vertex for each unique pair of vertex and normal indices.
Algorithm Elaboration
Assuming you have arrays of vertex coordinates (inVertices) and normals (inNormals), you can utilize a STL map to map each unique vertex-normal pair (key(vertexIdx, normalIdx)) to a combined vertex index (combinedIdx). Here's a simplified pseudo-code outline:
nextCombinedIdx = 0 indexMap = empty for each triangle in input file: for each corner: read vertexIdx and normalIdx if indexMap.contains(key(vertexIdx, normalIdx)): combinedIdx = indexMap.get(key(vertexIdx, normalIdx)) else: combinedIdx = nextCombinedIdx indexMap.add(key(vertexIdx, normalIdx), combinedIdx) nextCombinedIdx++ combinedVertices.add(inVertices[vertexIdx], inNormals[normalIdx]) combinedIndices.add(combinedIdx)
This algorithm constructs a new array of combined vertices (combinedVertices) and a corresponding index list (combinedIndices). Each element of combinedVertices represents a complete vertex-normal pair, allowing you to render using glDrawArrays(GL_TRIANGLES,...).
Although this approach involves some vertex duplication, it effectively solves the problem of incompatible vertex and normal indices while ensuring correct mesh rendering.
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