If you look at most webgl examples that demonstrate texture-mapping a cube, you'll see that they create 24 vertices, while a cube would normally just need 8. Some of these vertex positions are duplicated.
This happens in the 'makeBox' function in J3DI.js, but also lesson 5 on learningwebgl.com
Iím now trying to import a cube (exported from blender) which defines 8 vertices and 12 faces (triangles). However, it defines a texture/uv coordinate for each face-index (total of 36), not 1 per vertex.
Do you guys know of a way to tell gl to use a texture coord per face-index instead of per vertex?
Or do you always need to have duplicated vertexes to allow for uv coords per face-index?