In your scenario, where you have a custom file format with vertices, vertex indices, and normals with separate indices, you encounter a challenge that does not align with OpenGL's vertex model, which utilizes a single index buffer.
The solution lies in creating an OpenGL vertex for each unique combination of vertex index and normal index. Utilizing data structures like a STL map can simplify this process.
Considering your arrays inVertices and inNormals, where vertices are stored in inVertices[vertexIdx] and normals in inNormals[normalIdx], the following pseudo code outlines the approach:
nextCombinedIdx = 0 indexMap = empty foreach triangle in input file: foreach corner of triangle: read vertexIdx and normalIdx if indexMap.contains((vertexIdx, normalIdx)): combinedIdx = indexMap.get((vertexIdx, normalIdx)) else: combinedIdx = nextCombinedIdx indexMap.add((vertexIdx, normalIdx), combinedIdx) nextCombinedIdx = nextCombinedIdx + 1 combinedVertices.add(inVertices[vertexIdx], inNormals[normalIdx]) combinedIndices.add(combinedIdx)
This process ensures that each triangle corner is represented by a unique OpenGL vertex, combining both vertex and normal information. By employing a data structure like a map, you can efficiently map vertex-normal pairs to their corresponding OpenGL indices.
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