Hello Victor,

Victor Haefner wrote:
> I've made a simple geometry, a torus with N vertices for each of his 
> rings, quads between both rings, no bottom, no top, ..well, a tube... ^_^

so, it is only one segment of a torus?

> every vertice has exactly one index, so if for example I have N=3 I have 
> a tube with 3 sides, 3 vertices on every side, indexed 1, 2, 3, 4, 5, 6

uhm, I'm sorry, but this does not tell me where the vertices are (e.g. 
are 1,2,3 the first ring (left hand side if you will) and 4,5,6 on the 
second or do you alternate between rings, i.e. 1 left, 2, right, 3 left, 
... ?).
Without that knowledge it is hard to imagine what the correct texture 
coordinates should be, perhaps if you could include a screenshot with 
the vertices numbered painted on it, or ASCII art, it would help.

[SNIP]

> tex->addValue(Vec2f(0,0));
> tex->addValue(Vec2f(1.f/3,0));
> tex->addValue(Vec2f(2.f/3,0));
> tex->addValue(Vec2f(1,0));
> ...
> 
> ..if the first/last vertex was indexed twice.. which is not the case, 
> and I would like to keep my indexing like it is^^
> 
> ..is there another way?

ok, this may be related to me not being able to visualize what you are 
doing, but how is the wall of your tube closed if you do not use a 
vertex twice?
It seems you want to use a vertex just once, but give it two different 
texture coordinates? You can store the vertex position once and use 
different indices for position and texture coordinate to get something 
similar, i.e. one position *used* twice, each time with a different tex 
coord.

        Cheers,
                Carsten


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