I'm reversing a 3d model format from a famous game (not sure if i should mention it), which is released both for windows (app store) and for Iphone and android.
The weird thing is that while the windows app model files contain an index buffer, the model files from the Iphone contain absolutely nothing at all.
At first i thought maybe everything is defined linearly and i should do the triangulation myself using the vertex order from the vertex buffer, but that didn't work at all. I tried reading the vertex buffer as a triangle strip, but this also didn't work.
Is there any possibility that OpenGL ES (which from what i know is what runs on the iphone) renders the models without an index buffer? Is it possible that all the tesselation is done automatically at runtime?
I'm attaching 2 version of the same model for both platforms Iphone: https://www.dropbox.com/s/ctgjkvv9xmpcqr3/iphone_model?dl=0 Windows: https://www.dropbox.com/s/ghmtzux5tznw493/win_model?dl=0
The Vertex Count for this part is 1241 and the indices count: 6066. The very first section on both files (windows version contains a 16 byte padding) is the vertex buffer (0x8 bytes per vertex)