I have a model file containing multiple meshes (ie: a tree, a car, ...) that is used as a static background for our game. My goal is to store the model's vertices and indices as two buffers and assign these buffers to the GPU. However, I'm a bit confused on the way to go.
This Riemer's XNA Tutorial states that the model itself has a one big vertexbuffer and one big indexbuffer containing informations of all its meshes (and meshparts), but it doesn't seem possible to access these buffers. However, it is possible to access the ModelMeshParts' buffers, but I can't concatenate all of them into a single buffer.
My guess would be to extend the model processor to store the model vertices and indices in arrays at runtime. Is there an easier way to do so, since Riemer says that those buffers are already defined? I'm confused about that statement.
Thank you for answering.