Original Post
i am loading a mesh using the d3d mesh helper class, and im chopping the map into smaller sections, which is working fine, except when it comes to the attribute buffer (ie. what material/texture is applied to what poly),
firstly the mesh i load has 8 textures which are being loaded, and the mesh has 8 materials/textures with id ranging from 0 through to 7.
Now, when i push a vertex into a vector i have, i also have an adjacent vector for the attribute, i am assuming that the offset of the vertex is the same offset for the attribute buffer
eg.
2 textures:
id: 0 = example1.bmp
id: 1 = test.bmp
lets say we have 4 vertices:
vertex list: (10,10,0) (30,20,10) (4,2,6) (2,6,7)
and an attribute buffer would then have 4 entrys:
attribute buffer: 0 1 1 0 1
this would mean that the first vertex would have id 0, which corresponds to texture example1.bmp
? is this right? because this is how i am doing it in my engine, and it doesnt seem to be working?!