I’m looking to write an importer for a niche, legacy 3D graphics file format. It has some unusual graphics primitives, for which it seems that my best approach is to define some new custom mesh types to represent them.
It’s clear how I can do this.
However, there is never going to be any texture mapping taking place with any of these primitives.
So, my question is, do I need to enter texture coordinates in the mesh’s buffers, or can I get by without doing that? In other words, will the meshes render OK if there is no texture coordinate buffer?
(Adding the additional vertices and texture coordinates is definitely possible, but it seems like a lot of overhead if it’s never going to be used.)