I am working on enhancing some 3DS file loading code which I found (
http://www.tsrevolution.com/docs/c3ds.zip) and found something puzzling.
A simple unit Box in 3DS Max has 8 vertices but when exported as a 3DS file it somehow ends up with 26 vertices. All the chunks read in from this particular 3DS file are shown below.
I can't see how 26 vertices can meaningfully be used to represent a box composed of 12 triangles/faces.
Am I missing something obvious or could there be a problem in the recursive chunk parsing method (though I don't think so).
Main chunk 4d4d
3DS Version Chunk 2
Object chunk 3d3d
Mesh Version Chunk 3d3e
One Unit Chunk 100
Object Block Chunk 4000
Trimesh Chunk 4100
VertList Chunk 4110
MapList Chunk 4140
TRMatrix Chunk 4160
FaceList Chunk 4120
SmoothList Chunk 4150
Keyframer Chunk b000
Any help much appreciated.