for just a model with triangle faces and a UV map (what most formats carry) all you need:* vertex array (3 elements: each holding x,y,z positions) * face array (3 elements: each pointing to the index of the vertex array of that vertex) * uvVertex array (same as vertex, holds U & V coordinates of the UV verts) * uvFace…
no the vertex data (booth UV vertex and geometry vertex) is stored as X,Y,Z positions. The face arrays booth UV and Geometry Face arrays point with index numbers to the corresponding verts. 0 for example means the 1st vertex in that array, 1 means the 2nd array because arrays usually start at the index 0. For every face…
Export from what? The data is wholly dependent on the software you're exporting from, since each stores the 3D data in a different manner. For example, the 3ds Max SDK is the best place to learn Max data export. They also have an older export framework called iGame that's free to d/l.
as renderhjs mentioned those are the basic things you need for exporting a model. But majority of code actually depends on the engine or app you are exporting to and how it reads in the data. If you are writing both exporter from 3d app and importer for engine, then it depends on you. If you are using 3ds max as the app…