Original Post
Hey all, I'm a coder through-and-through and I'm very inexperienced with 3d modeling packages. I'm trying to create models in such a way that when I load them from a file (let's say I'm using .obj), all the texture coordinate information in UV space is stored per-vertex.
If I paint on textures in a program such as Blender and export it to OBJ, is that what happens? I know there are more application-specific details, but I believe I should still be able to concretely specify UV coordinates per vertex in this way, right?
Can I simply rely on this information in my shaders to sample the specified textures at the correct points and interpolate across a triangle? I feel like this makes a good bit of sense, but I'd like to know if my concept of the pipeline is completely wrong.
Thanks!
If I paint on textures in a program such as Blender and export it to OBJ, is that what happens? I know there are more application-specific details, but I believe I should still be able to concretely specify UV coordinates per vertex in this way, right?
Can I simply rely on this information in my shaders to sample the specified textures at the correct points and interpolate across a triangle? I feel like this makes a good bit of sense, but I'd like to know if my concept of the pipeline is completely wrong.
Thanks!