Here is my output date:
geom[0] = {
texturesindexT: new Int16Array([0,1,2,3]),
texturesindexS: new Int16Array([-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,...]),
materialsindexT: new Int16Array([-1,-1,-1,-1]),
materialsindexS: new Int16Array([-1,0,1,2,3,4,5,0,6,2,7,8,-1,0,...]),
startIndicesT: new Uint32Array([0,288,606,897,1380]),
startIndicesS: new Uint32Array([1380,1431,1479,1485,1497,1515,1659,...]),
m_indices: new Uint16Array([0,1,2,3,0,2,4,2,5,4,6,2,7,3,2,8,9,10,...]),
m_vertices: new Float32Array([-81.93996,25.7185,-85.53822,-81.93996,...]),
m_normals: new Float32Array([-0.004215205,0.9999894,-0.001817489,-0.004215205,...]),
m_texCoords: new Float32Array([0,0.04391319,0,0.2671326,0.009521127,0.03514284,...]),
}
var textures = new Array("-1_-1/t0.jpg","-1_-1/t1.jpg","-1_-1/t2.jpg",...);
The data is structured for Index, Vertex, and Normal buffers, but specific sections need to be rendered with different textures and materials.
Attempts to create a THREE.Geometry from the indices, vertices, and texCoords/UVCoords have been unsuccessful.
Now experimenting with using a THREE.BufferGeometry, where I need to render specific sections with different textures based on indices.
Initially tried creating separate BufferGeometries for each section, but faced challenges due to the order of indices for the entire model requiring complete data for just a few faces.
Seeking advice on how to render sections of a BufferGeometry with different textures, or if it's possible to assign texture indices to individual faces.
Alternatively, exploring the idea of creating a material that can render designated faces with different textures.