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…
I wrote one a few years ago, slow as hell now (was for a Quake Engine editor). I remember I did it by getting all the faces, triangulating and printing out to file. You don't have to triangulate, just made the math easier. Like to get the faces I'd do something like: string TheFaces[] = `polyInfo -fv ($YourMesh + ".f[" +…