for each face....
FaceEx *pFaceEx = pGameMesh->GetFace(faceId);
// 得到位置
int vertexId = pFaceEx->vert[faceVertexId];
Point3 vertex;
if( pGameMesh->GetVertex(vertexId, vertex) )
pVertexData->m_position = vertex;
// 得到法向量
int normId = pFaceEx->norm[faceVertexId];
Point3 normal;
if( pGameMesh->GetNormal(normId, normal) )
pVertexData->m_normal = normal;
// 得到纹理坐标
// mapchannel代表一层纹理坐标, 如果mapchannel个数为1,则直接使用GetTexVertex()函数
// 否则就遍历所有的TextureMap,计算本TextureMap的纹理坐标
if( pGameMesh->GetActiveMapChannelNum().Count() == 1 )
{
int texCoordId = pFaceEx->texCoord[faceVertexId];
Point2 texCoord;
if( pGameMesh->GetTexVertex(texCoordId, texCoord) )
pVertexData->AddTextureCoordinate( texCoord.x, 1.f - texCoord.y );
}
else
{
IGameMaterial *pGameMaterial =