studying openGL has encountered such a problem that UVIndex is different in PolybVertexIndex in fbx and therefore the texture is not correctly applied. (I chose unwrap UVW in 3d max after I converted it to a mesh) (I am writing java code so I cannot use fbx sdk)

PolygonVertexIndex: * 18 {

a: 0,2,3,3,1,0, 0 , 1 , 4, 1 , 3,4,3,2,4,2, 0 , 4

UVIndex: * 18 {

a: 0,2,3,3,1,0, 6 , 7 , 4, 7 , 3,4,3,2,4,2, 5 , 4

some Vn do not converge (highlighted in bold and therefore the texture is not correctly applied) cannot solve the problem

  • You need to parse your hands and duplicate such vertices. This is sometimes called discontinuous UVs. - Kromster
  • @Kromster are there any lessons about this? - ARTEM Frolov

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