I'm writing a small obj viewer using OpenGL. I was wondering if there's some clever way to handle vertices with multiple UVs without having to duplicate the other attributes in the VBO.
I've done some research and even here on stack overflow people seem to suggest the only way is to duplicate them. It seems to me this would imply a mandatory waste of memory everytime, although easy to handle.
Is there another way to handle multiple UVs per vertex other than just create a different vertex in the VBO?
I was also thinking of adding all the uvs in the VBO per given vertex but I'm not really sure how to use this given that in the Vertex Shader or Fragment shader I wouldn't really be able to index a specific UV.
(you can assume OpenGL 3.0 or 4.0)