public static VertexFloatBuffer loadModel(string modelname, VertexFormat format)
        {
            var objLoaderFactory = new ObjLoaderFactory();
            var objLoader        = objLoaderFactory.Create(new MaterialNullStreamProvider());
            var fileStream       = new FileStream("resources/model/" + modelname + "/" + modelname + ".obj", FileMode.Open);
            var result           = objLoader.Load(fileStream);

            fileStream.Close();
            IList <Mesh> meshes = new OBJToMeshConverter().Convert(result);

            VertexFloatBuffer buffer = new VertexFloatBuffer(format);

            foreach (var mesh in meshes)
            {
                List <float[]> vertices = new List <float[]>();
                List <uint>    indices  = new List <uint>();
                for (int i = 0; i < mesh.Triangles.Count; i++)
                {
                    float[] newVertex;
                    if (format.Equals(VertexFormat.XYZ_NORMAL_UV))
                    {
                        newVertex = new float[] { mesh.Triangles[i].X, mesh.Triangles[i].Y, mesh.Triangles[i].Z, mesh.Normals[i].X, mesh.Normals[i].Y, mesh.Normals[i].Z, mesh.UV[i].X, mesh.UV[i].Y };
                    }
                    else if (format.Equals(VertexFormat.XYZ))
                    {
                        newVertex = new float[] { mesh.Triangles[i].X, mesh.Triangles[i].Y, mesh.Triangles[i].Z };
                    }
                    else if (format.Equals(VertexFormat.XYZ_UV))
                    {
                        newVertex = new float[] { mesh.Triangles[i].X, mesh.Triangles[i].Y, mesh.Triangles[i].Z, mesh.UV[i].X, mesh.UV[i].Y };
                    }
                    else
                    {
                        newVertex = new float[] { };
                    }
                    bool exists = false;
                    for (uint j = 0; j < vertices.Count; j++)
                    {
                        if (vertices[(int)j].SequenceEqual(newVertex))
                        {
                            indices.Add(j);
                            exists = true;
                        }
                    }
                    if (!exists)
                    {
                        vertices.Add(newVertex);
                        indices.Add((uint)vertices.Count - 1);
                    }
                }
                float[] vertexData = new float[vertices.Count * vertices[0].Length];

                int k = 0;
                foreach (var data in vertices)
                {
                    for (int j = 0; j < data.Length; j++)
                    {
                        vertexData[k++] = data[j];
                    }
                }
                buffer.Set(vertexData, indices.ToArray());
                buffer.Load();
            }
            return(buffer);
        }