I'm trying to render a textured model using data from a FBX file with OpenGL but the texture coordinates are wrong.
A summary of the model data given by a FBX file includes UV coordinates for texture referencing that are mapped to the model vertices.
- Number of Vertices: 19895
Number of PolygonVertexIndices: 113958
Number of UVs: 21992
Number of UVIndices: 113958
It's pretty clear that the model has 113958 vertices of interest. To my understanding, the "PolygonVertexIndices" point to "Vertices" and the "UVIndices" point to "UV" values.
I am using glDrawElements with GL_TRIANGLES to render the model, using the "PolygonVertexIndices" as GL_ELEMENT_ARRAY_BUFFER and the "Vertices" as GL_ARRAY_BUFFER. The model itself renders correctly but the texturing is way off.
Since I'm using "PolygonVertexIndices" for GL_ELEMENT_ARRAY_BUFFER, it is to my understanding that the same indexing will happen for the attribute array for the UV coordinates. I don't think OpenGL can use the exported UV indices, so I make a new buffer for UV values of size 113958 which contains the relevant UV values corresponding to the "PolygonVertexIndices".
I.e. for a vertex i in [0:113958], I do
new_UVs[PolygonVertexIndices[i]] = UVs[UVIndices[i]]
and then bind new_UVs as the UV coordinate attribute array.
However, the texturing is clearly all wrong. Is my line of thinking off?
I feel like I'm misunderstanding how to work with UV buffers when using OpenGL's indexed rendering glDrawElements. It also feels wrong to expand my UV buffer to match the number of vertices to 113958 since the advantage glDrawElements should be to save on duplicate vertex values and the UV buffer will likely contain duplicates.
Would it be better to performing the indexing and expand both "Vertices" and "UVs" to be of size 113958 and simply use glDrawArrays in terms of performance?
Any thoughts/ideas/suggestions are appreciated.