I'm a little confused with using indexed vbos in opengl. I understand that different each vertex can only have one uv. How would it be possible to map a texture onto a 3d object if you can't "unwrap" the object? Here's what I mean:
3D pyramid with 4 vertices, 4 uv coordinates
3D pyramid unwrapped, 3 shared vertices, 3 unshared vertices
It is impossible to map a texture to it without having more uv coordinates, right?
Is there a solution to this problem while still using indexed vbos? Can I make this work with only 4 vertices?