Hi, just wanted to ask, is it possible to import FBX meshes with triangles being joined? As in - the indices of a triangle point to a shared vertice, without recreating vertices per triangle.
Hi @mkloczko1 , I want to help you but I don’t understand the question. Could you try to elaborate or explain it in more detail? Maybe with an image?
Hi, thanks, sorry for the late reply.
I’m not sure what exactly is the technical term here - when importing FBX models you usually duplicate vertices so that each triangle uses a different vertex, so you can have more complicated normals (for example hard surfaces for a cube). When doing soft shading you do not need to duplicate these vertices. I wonder how to get a model that can do soft shading but not hard surface shading, or other type of shading using more complicated normals.