OBJ File Parsing - More than one UV coordinate per vertex

Hi guys,

I am looking to write an OBJ file parser. There are a couple of tutorials that describe how to do this, but all of the ones I have found apply to engines that cannot assign more than one UV coordinate to a vertex. The workaround usually involves creating double-vertices at the model’s texture seams.

Is this a hacky solution? How do you guys get around this issue?

Hi,

if interested, I am writing an assimp port here and obj is already implemented. When you load an obj you get mTextureCoord which is a two dimensional array of float arrays, [coordinate number][vertex][coordinates]. coordinate number ranges from 0 to 8.

afaik, obj format does not support multiple “uv channels” out of the box.

you can export the same mesh with different uv mappings and merge it back in code.

Why yes, I am very interested in the port, I’ll look into using it.