In this section, we are going to learn about the process of loading meshes from the
.cmo format step-by-step. The purpose of this section is to show you how to integrate your framework with an output object of the Visual Studio Model Editor. It will not rely on any particular file formats; after reading this section, you will be able to create your own content loader and encapsulate any meshes generated by the 3D tools.
As mentioned in the previous section, there are several formats that are used by the 3D tools and game engines, and choosing the best one is really up to you. For example, if you want to use the Visual Studio Model Editor and Shader Designer parsingly, then
.cmo is the best choice; however, if ...