Looking for some clarification on the UMD2 custom file format. I don’t have experience working directly with the lower level graphics API’s so my questions may be obvious for some of the experts around here.
- If I have different vertex data (e.g. vertex positions/normals/tangents, uv data) for a single mesh would these need to be broken into separate vertex buffers? Would I need different index buffers?
- What is the difference between a vertex and a vertex element? I if I have 500 vertex positions (Vector3), is that 500 elements or 1500 (x,y,z) elements?
- What is the semantic index part of the vertex element bits?