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How to transfer the uv coordinates dx12
Suppose that a box have eight vertices, 12 triangles,
If use the index to render, how to build the vertex resources?
Only eight vertices, but uv surface has 12, how to do?
The data is as follows:
Are the Count="8" & gt; 44.500526 0.000000 32.448845 44.500526 0.000000 32.448845 44.500526 0.000000 32.448845 44.500526 0.000000 32.448845 44.500526 35.663357 32.448845 44.500526 35.663357 32.448845 44.500526 35.663357 32.448845 44.500526 35.663357 32.448845 & lt;/Vertices>
- & lt; Faces the Count="12" & gt;
2 3 0 1 0 3 4 5 7 July 4 6 0 5 1 0 4 1 7 3 1 3 5 6 7 June 3 July 2 4 0 4 2 6 & lt;/FaceVertices>
0 1 2 3 4 5 6 June 4 7 8 10 8 9 10 11 12 13 14 15 16 12 of 14 of 18 16 17 18 19 20 to 22 21 and 22 20 23 & lt;/FaceNormals>
1 1 0 0 4 3 3 4 5 5 2 2 & lt;/MaterialIDs>
2 2 and 4 April 8 August 16 16 and 32, 64, 64 & lt;/SmoothingGroups>
1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 1 1 1 1 1 1 1 1 0 0 0 0 1 1 & lt;/EdgeVisibility>
- & lt; MapChannels Count="1" & gt;
- & lt; MapChannel Type="Texture" ID="1" & gt;