Data structure for OpenGL model data

What are the requirements for a good structure for storing model data? What sort of things need to be included, and where? Where should you store all the model data (vertices, faces, textures…)?

Hi,

Learn something about 3DS, ASE, MD2 or any else 3D Data storing files (there are many tutorials in Internet). These structures can give you an idea for your own structure, I hope that

glYaro

Here is what I recommend.

Start out with a class for a 3D point/vector. Give it only 3 data members for x,y,z, and no virtual functions. This will make it line up nicely in memory, and you can send it to OpenGl directly.

Then make a 3d object class. Give it vertices (an array of 3d point class instances), “faces” (an array of face class instances - this class should actually be a wrapper for the GL Primitives, like GL_TRIANGLES, GL_TRIANGLE_STRIP, etc. ), normals (another array of points), and texture coordinates (floating point array).

Take a look at my engine at http://home.earthlink.net/~ioquan for some ideas.