Ok i did the math.
if I want to make a terrain editor I would have to save a text obj file then load it back up to replace the old terrain.
that would be way to big because if i had 999 vertexes for how wide a map is and the hieght is 1000 vertexes then I would have to save 999000 different points for the vertexes.
that does not include loading the vt or the vertex normals which is other 999000 to read and write the obj file.
then I would have to read and write the normals which is another 999000
then I would have to read and write each face.
here is an example of a mesh using normals that I made in text to see how the normals work and stuff
# Max2Obj Version 4.0 Mar 10th, 2001
#
# object Plane01 to come ...
#
v -3.000000 0.000000 -3.000000
v -3.000000 0.000000 3.000000
v 3.000000 0.000000 -3.000000
v 3.000000 0.000000 3.000000
v 6.000000 0.000000 -3.000000
v 6.000000 0.000000 3.000000
# 6 vertices
vt 0.000000 0.000000 0.500000
vt 1.000000 0.000000 0.500000
vt 0.000000 0.500000 0.500000
vt 1.00000 0.500000 0.500000
vt 0.00000 1.000000 0.500000
vt 1.000000 1.000000 0.500000
# 6 texture vertices
vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
vn 0.000000 -0.000000 1.000000
# 6 vertex normals
g Plane01
s 1
f 3/3/3 1/1/1 4/4/4
f 2/2/2 4/4/4 1/1/1
f 5/5/5 3/3/3 6/6/6
f 4/4/4 6/6/6 3/3/3
# 4 faces
Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.