Original Post
I've read that texture coordinates are applied on a triangle/face basis. I've been storing them on a polygon mesh basis and referencing them from face indices.
Wouldn't applying texture coordinates per face, create a lot of vertex duplicates? Not only does that increase the size of the file but I would think it decreases rendering effecientcy by supplying vertex duplicates.
The problem with my current setup is, when I actually need seperate uvs or normals, I have to use the polygonmesh itself as a face.
Any advice? I'm hoping the vertex duplicates aren't as bad as they sound.
Wouldn't applying texture coordinates per face, create a lot of vertex duplicates? Not only does that increase the size of the file but I would think it decreases rendering effecientcy by supplying vertex duplicates.
The problem with my current setup is, when I actually need seperate uvs or normals, I have to use the polygonmesh itself as a face.
Any advice? I'm hoping the vertex duplicates aren't as bad as they sound.