Original Post
I'm wondering how you would go about setting texture coordinates for geometry that makes use of an index buffer. Say you have a grid of 4 quads. With an index buffer, any vertices being shared by the quads will not only share position, but also texture coordinates. 0----1----2 |--/-|--/-| |-/--|-/--| 3----4----5 |--/-|--/-| |-/--|-/--| 6----7----8 If the top left quad's texture coordinates are: p0: (0,0) p1: (1,0) p3: (0,1) p4: (1,1) Then you are left having to start from the ends of the texture. This would result in texture flipping. Should I just keep incrementing the end value, so 0-1, 1-2, 2-3 or is there a more appropriate way to deal with this?