How to convert a 3D model into an OpenGL fixed pipeline representation
You can compile it into a 

Vertex vertices[] = {{posx, posy, posz, texu, texv, ..}, 
                     {posx, posy, posz, texu, texv, ..}, 
                     //...
                    }


and then loop over them:

glBegin(GL_TRIANGLES);
for (int i = 0; i &lt; arraycount(vertices); i++){

    glTexCoord2f(vertices[i].texu, vertices[i].texv);
    //... 
    glVertex3f(vertices[i].posx, vertices[i].posy, vertices[i].posz);
}
glEnd();


Another solution would be to mimic what the modern vertex buffer based solutions do by creating a VertexAttributeLayout struct and setting it up. Then in the loop you interpret the layout struct and interpret the data as needed.