What is the practical use of IBOs / degenerate vertex in OpenGL?
Posted
by
0xFAIL
on Game Development
See other posts from Game Development
or by 0xFAIL
Published on 2013-06-26T16:59:09Z
Indexed on
2013/06/26
22:30 UTC
Read the original article
Hit count: 288
Vertices in 3D models CAN get cut in the process of optimizing 3D geometry, (degenerate vertices) by 3D graphics software (Blender, ...) when exporting because they aren't needed when reusing a vertex for multiple triangles. (In the current case 3D data is exported from Blender as .ply and read by a simple application that displays the 3D model)
Every vertex has a few attributes like position, color, normal, tangent,... But the data for each vertex that is cut through the vertex sharing is lost and is missing in the vertex shader.
Modern shader techniques like Bump or Normal mapping require normals/tangents per vertex which are also cut.
To use complex shader techniques IBOs must not be used? Or is there a way to use IBOs and retain the data per vertex that was origionally lost?
© Game Development or respective owner