Hi, can you tell me if it's actually possible to re-use vextex coordinates
efficiently in OpenGL when rendering textured meshes?
I been trying to do this with a cube(composed of triangles) that has the
same texture mapped on all six sides. So I send down 8 vertices to the
hardware. Now every vertex is shared by 3 triangles, and for each of those
triangles, the texture coordinates are different. So in effect, I've got to
call glDrawElements 6 times, each time with a different texture array setup.
This to me is horrible in-efficient, thus in my present design i'm sending
26 vertices of everything(vertices, texture coordinates) in a single call
instead of messing around with mutiple texture arrays.
Am I missing something here?