I am writing a plugin which renders some meshes in OpenGL.
I have a Vertices array in a VBO and an Indices array in another VBO. I now want to store Normals. As a vertex, being shared between multiple faces, has different normals, it seems that I must replicate vertices multiples times, and therefore lose the use of indices.
As an example, to store a cube with vertices and indices, I need 8 vertices and 24 indices (4 per face). However if I want to store normals, do I need to store 24 vertices (8 having each 3 faces), 24 indices (all sequential) and 24 normals ?
Do I see it right, and therefore Indices become useless, or is there a way to not duplicate vertices and anyway have multiple normals per vertex ?