Im trying to write up a 3DS Loader, which has an OpenGL rendering implementation for use in my generic rendering system.
The problem here is I have vertices indexed to one array, and texture coordinates indexed to another. I dont want to generate a new set of indexes and original vertices by checking each vertexes combination of coordinates and texture coordinates, so how do I specify the two arrays in buffers in directx optimally?
What I'd like is to have 3 vertex buffers, one for vertices, one for texture coordinates, and one for vertex normals. Then I would have index buffers for all three. I don't know how I would do this.
I'm working in directx9 and C++