Original Post
Okay The thing is that I have always bound myself to one model format ( md2 ) Now I want to change this and have a internal model format instead. I was wondering how it would look, right now im thinking allong the lines of this:
typedef unsigned int GIndex_t;
struct GFace_t
{
GIndex_t vertIdx[3]; // index's for vertexs
};
struct GModel_t
{
unsigned int TextureID;
unsigned int nVertices;
GVertex_t* pVertices; // vertex contains, normal + uv
unsigned int nFaces;
GFace_t* pFaces;
};
I know that I havent realy put inn any information about animation, so any advises on this would be good. Also what kind of VA should I use to render indexed verts like used in faces? thanks - CoMaNdore