I guess you're talking about M3G chapter 1 where I generate
Java methods from the OBJ file, and then paste them
into the M3G code.
There's two reasons why I took this approach:
1. Having the vertices, normals, tex coords, etc. as Java code
gives me a lot of flexibility as to how to use them. For example,
this proved useful when I was building a skinned mesh
example for chapter 4, where I wanted to combine
several VertexBuffers into a single mesh.
2. Java 3D has some great tools for extracting model
data, and it was very simple to reuse those tools to
build ObjView. ObjView is actually fairly simple.
I don't think ObjView has many maintenance issues
for users. The greatest drawback is that you need
to have Java 3D installed.
translating the OBJ file into a common format
-- Java! I wouldn't call it clunky, perhaps "low-level"
But it gives the programmer a great deal of control
over how to use the data that's extracted.