   Triangle Meshes
  Hello,I'm writing a program that renders 3D Scenes via ray tracing. And as I'm too lazy to make my own triangle meshes, I use the models from a game.The model files look like this:----------------------------headermaterial listverticesfaces(triangles)----------------------------example for the vertices:----------------------------// beginning of points (10165)13187; -3229; 64034; // 016005; -5692; 57787; // 113025; -5733; 71703; // 2-7715; 5498; 33141; // 3-9885; 3914; 17953; // 4...----------------------------example for the faces:------------------------------------------------------------// ----- part 1 (18478 faces) -----0; 0; 2; 1; -25; 268435456; 7.271866; -1.392517; 7.197876; -1.672272; 7.156601; -1.164627; /! N: 0.798386; 0.574951; 0.178879; 0.782349; 0.578827; 0.229935; 0.879318; 0.461990; 0.115448; !/ // 00; 3; 5; 4; -25; 268435456; 8.022934; -0.265518; 7.964783; -0.164093; 8.092270; 0.284256; /! N: -0.541336; 0.840790; 0.003052; -0.452774; 0.891571; -0.009003; -0.646988; 0.761734; -0.033875; !/ // 10; 6; 8; 7; -25; 268435456; 8.379929; 2.832138; 8.347412; 2.827011; 8.358475; 3.296341; /! N: -0.978455; 0.166885; -0.121506; -0.760590; 0.641785; -0.097885; -0.969040; 0.171219; -0.177856; !/ // 20; 9; 11; 10; -25; 268435456; 7.242630; 2.341690; 7.252167; 2.826859; 7.299469; 2.340668; /! N: 0.750870; 0.659912; -0.026443; 0.760590; 0.641785; -0.097885; 0.578842; 0.815384; -0.009323; !/ // 30; 15; 17; 16; -25; 268435456; 7.635391; -0.165894; 7.577637; -0.268402; 7.583679; 0.318680; /! N: 0.452484; 0.891754; -0.003448; 0.509354; 0.860519; 0.006744; 0.460907; 0.886475; -0.041153; !/ // 4...-----------------------------------------------------------the three integers of the vertices are the x,y,z coordinatesthe first integer of a face seems to be the material index and the following three integers are the vertex indicesbut where are the u,v coordinates for the texturing? (using the 6 floats after 268435456; doesn't work, I think there's some kind of transformation)and what are the other values?PS: /! ... !/ seems to be a comment and the floats commented out are the vertex normals, I think   
  I suggest to use more well known formats: the 3ds has good and easy libraries available for free, and though it is not the best format out there, it provides a fast way to load meshes in your raytracer.In addition, you could write your own exporter for many apps (3d studio, but also blender). It is strange to me to use integers for vertices position, but if your are using games models, then perhaps the model has been optimized for the specific engine and might not be the best format for a raytracer.Honestly, unless you already have the loader for that file, it will be easier and faster to use lib3ds or something similar.   ;  Ok, thank you. It's much better with the 3ds library. Do you know some other libraries and where to get them? I looked for one to load C4D files but I couldn't find it yet.   ;  I've just trying to use Assimp in these days. I'm having problems to compile my program due to types redefinition,. so I can't really say how it is, but the features list is really interesting...   