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The problem with the obj format is that it isn't standardised. So you'll see some that use clockwise winding (not good for a naive implementation in OpenGL) some that use counter-clockwise winding (not good for a naive implementation in DirectX) plus all other kinds of quirks that are vendor-dependent (eg. triangles vs quads as primitives). The most usual ...


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There is a good documentation on Wikipedia. The format is made by Wavefront, you'll find lot more information online with this name. This is the Wikipedia article. Basically, v means vertex position, vt means texture coordinate and vn means vertex normal. f defines indices of a face. It isn't that easy to draw *.obj models in a modern way, since their ...



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