   Smart way to parse AliasWavefront Maya .obj
  Greetings!I was wondering what is the smartest / elegant way to parse Alias|Wavefront Maya .obj files. Ok. With vertices, normals and texcoords I have no problems. I simply use sscanf(buff, "%*s %f %f %f", &x, &y, &z); and that is it. Ok. In final version i might check if there really were 3 coordinates etc...But what about faces? In most cases you might not know what there is. Ok. One might say if you have read vertices and normals faces include vertices and normals. That's it. But what about if a face contains 4 or more vertices? In general:f v/n/t v/n/t v/n/t (vertex, normal, texcoord) - i might be wrong about thatf v//t v//t v//t (vertex and tex coord only)f v/n v/n v/n (vertex and normal)but what about:f v//t v//t v//t v//t (this should be a quad with vertices and texture coords).Is there any quick way to say. Ok. This face has vertices & normals and 4 elements of them? Or do i have to do special parsing to get this infos?Thank you in advance.   
  you have to parse it the long way, http://robthebloke.org/libObj.zip shows an example....   