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Basically, there is Vertex data, which is stored in one or more VBOs. Typical (3D) vertex has like: vec3 pos, vec2 uv, mat3 tbn (or vec3 normal) - maybe some other modifiers, possibly several different uv coords or something like that. Anyways, no matter if you store those to 1 or multiple VBOs, IBO will index all the buffers with same index. So, each ...


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When using index buffers, you are indexing into all of the buffers at the same time. That means that if you have a point which can have multiple texture coordinates(If there is a seam at that point) or normals(for example if faceted) then you need to duplicate the given points vertex coordinates with all possible combinations. If you want to have indexing ...


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Your picture is of a cube, so I assume that's what you're talking about. You can only share vertices between continuous surfaces. That is, on a sphere, you share all/most of the vertices. On a cube, you must you separate vertices for each face. Aside from texturing, think of the normals you need for lighting. The normal for each side of a cube should point ...



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