Hi,
The question:
I was just wondering what kind of file format you guys use for your opengl projects? I have a lot of problems with this.

No C# support
What amazes me a bit is that there is so little C# support. OpenGL doesn't support anything from the box, so I figured I have to write my own file-reader. There are plenty of opensource projects for that in C++. But I have not seen any in C# so far. (In fact I searched on several sites like google and sourceforge.net, opengl.org,...)

A suggestion for a file format
So now I am writting some own data format that should look something like the following.:
Code:
<TEXTURE src="firstimage.gif" name="txtbricks"/> //Texture declarations
<TE...RE/>
<OBJECT name="my first object">
  <FACE drawingmethod="GLTRIANGLES">
    <POINT colorr="" colorg="" colorb="" x="" y="" z=""> //collored face
    <POINT colorr="" colorg="" colorb="" x="" y="" z="">
    <POINT colorr="" colorg="" colorb="" x="" y="" z="">
    
    <POINT texturename="txtbricks" texturex="" texturey="" x="" y="" z=""> //face with texture
    <POINT texturename="txtbricks" texturex="" texturey="" x="" y="" z="">
    <POINT name="shoulder-junction" texturename="txtbricks" texturex="" texturey="" x="" y="" z=""> //giving certain points names will allow me to write animations later

    <PO..../POINT> //more points
  </FACE>
  <FA..../FACE> //more faces
</OBJECT>
<OBJ..../OBJECT> //more objects
Some advantages I see:
Well I think the advantages are obvious:
  1. It's a simple format, easy to understand, no unncessary junk
  2. Because it's XML based it's easy to parse from .NET
  3. The structure fits the way it is going to be drawn. Textures will be declared first with the opengl functions "Texture = new OpenGLTexture2D(@"texture file"); " and next they will be painted face by face based on a drawingmethod specified in GlBegin(drawingmethod) followed by the vertexes.


Next problem:
The same problem remains! I still need to write a converter because my format will not be supported by any program. (Somebody suggested an Exporter for 3D Studio Max but that would be in C++ again. And I just don't know enough C++ to write something like that). So I am going to write a X3D converter now (X3D is some kind of XML-based VRML).

I can not imagine that I am actually the first person that is serious about writing OpenGL in C#. There must be somebody else that had the same problem? So, if you are that kind of person and are reading this, do not hesitate to let me know .