private void CalculateTangentArray(int vertexCount, Vertex[] vertex, Vector[] normal, Texcoord[] texcoord,
            int triangleCount, Face[] triangles, out Vector[] Bitangent, out Vector[] Normals, out Vector[] Tangent)
        {
            Vector3[] tan1 = new Vector3[vertexCount];
            Vector3[] tan2 = new Vector3[vertexCount];
            Normals = new Vector[vertexCount];


            for (int a = 0; a < triangleCount; a++)
            {
                //Store Vertex Index's
                int i1 = triangles[a].VertexIndices[0];
                int i2 = triangles[a].VertexIndices[1];
                int i3 = triangles[a].VertexIndices[2];

                int n1 = triangles[a].NormalIndices[0];
                int n2 = triangles[a].NormalIndices[1];
                int n3 = triangles[a].NormalIndices[2];

                int vt1 = triangles[a].TexcoordIndices[0];
                int vt2 = triangles[a].TexcoordIndices[1];
                int vt3 = triangles[a].TexcoordIndices[2];

                //From Vertex Array Copy Coordinates of Vertex's
                Vertex v1 = vertex[i1];
                Vertex v2 = vertex[i2];
                Vertex v3 = vertex[i3];

                //From Texture Array Copy Coordinates of Vertex's
                Texcoord w1 = texcoord[vt1];
                Texcoord w2 = texcoord[vt2];
                Texcoord w3 = texcoord[vt3];

                //Make Relative to Vertex 1
                //Vertex Coordinates
                float x1 = v2.Position.X - v1.Position.X;
                float x2 = v3.Position.X - v1.Position.X;
                float y1 = v2.Position.Y - v1.Position.Y;
                float y2 = v3.Position.Y - v1.Position.Y;
                float z1 = v2.Position.Z - v1.Position.Z;
                float z2 = v3.Position.Z - v1.Position.Z;
                //Texture Coordinates
                float s1 = w2.Coordinates.X - w1.Coordinates.X;
                float s2 = w3.Coordinates.X - w1.Coordinates.X;
                float t1 = w2.Coordinates.Y - w1.Coordinates.Y;
                float t2 = w3.Coordinates.Y - w1.Coordinates.Y;

                float r = 1.0F / (s1 * t2 - s2 * t1);
                Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
                Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
                AngleFucker AF = new AngleFucker(v1.Position, v2.Position, v3.Position);

                tan1[i1] += Vector3.Multiply(sdir, AF.Get_v1_Angle());
                tan1[i2] += Vector3.Multiply(sdir, AF.Get_v2_Angle());
                tan1[i3] += Vector3.Multiply(sdir, AF.Get_v3_Angle());

                tan2[i1] += Vector3.Multiply(tdir, AF.Get_v1_Angle());
                tan2[i2] += Vector3.Multiply(tdir, AF.Get_v2_Angle());
                tan2[i3] += Vector3.Multiply(tdir, AF.Get_v3_Angle());
            }

            Tangent = new Vector[vertexCount];
            Bitangent = new Vector[vertexCount];

            for (int a = 0; a < vertexCount; a++)
            {
                Vector3 n = normal[a].Components;
                Normals[a] = Round(normal[a]);
                Vector3 b = tan2[a];
                Vector3 t = tan1[a];

                // Gram-Schmidt orthogonalize
                Vector3 temp = Vector3.Subtract(t, Vector3.Multiply(n, Vector3.Dot(n, t)));
                temp.Normalize();

                Tangent[a] = new Vector(Vector3.Empty, Vector.VectorUsage.Tangent);
                Tangent[a].Components = temp;
                Tangent[a] = Round(Tangent[a]);

                // Calculate handedness
                float W = (Vector3.Dot(Vector3.Cross(n, t), b) < 0.0F) ? -1.0F : 1.0F;

                //Calculate Bitangent
                Bitangent[a] = new Vector(Vector3.Empty, Vector.VectorUsage.Bitangent);
                Bitangent[a].Components = Vector3.Multiply((Vector3.Cross(n, temp)), W);
                Bitangent[a] = Round(Bitangent[a]);
            }

        }
        public Face[][] ToGroupFaceArray(MeshInformationData[] meshdata)
        {
            Face[][] GroupFaceArray = new Face[meshdata.Length][];

            for (int SubMesh = 0; SubMesh < meshdata.Length; SubMesh++)
            {
                List<Face> FaceArray = new List<Face>(meshdata[0].IndiceLength);

                int Start = meshdata[SubMesh].IndiceStart;
                int End = meshdata[SubMesh].IndiceStart + meshdata[SubMesh].IndiceLength - 2;
                bool Winding = true;

                int Index = 0;
                for (int x = Start; x < End; x++)
                {
                    Face Temp = new Face(IndiceArray[x], IndiceArray[x + 1], IndiceArray[x + 2]);
                    if (!Temp.IsDegenerate)
                    {
                        FaceArray.Add(Temp);
                        if (Winding == false)
                        {
                            short y = Temp.VertexIndices[1];
                            short z = Temp.VertexIndices[2];
                            Temp.VertexIndices[1] = z;
                            Temp.VertexIndices[2] = y;
                            Winding = true;
                        }
                        else
                        {
                            Winding = false;
                        }

                    }
                    else
                    {
                        if (Winding == false) { Winding = true; }
                        else { Winding = false; }
                    }
                    Index++;
                }
                FaceArray.TrimExcess();
                GroupFaceArray[SubMesh] = FaceArray.ToArray();
            }
            return GroupFaceArray;
        }
        public VectorData(int vertexcount, Vertex[] vertices, Vector[] normals, Texcoord[] texcoords, int trianglecount, Face[] triangles)
        {
            Vector[] Tangents, Bitangents;

            CalculateTangentArray(vertexcount, vertices, normals, texcoords, trianglecount, triangles, out Bitangents, out normals, out Tangents);

            Size = (uint)(normals.Length * 3 * 4);
            List<int> RawData = new List<int>((int)Size);
            for (int Index = 0; Index < normals.Length; Index++)
            {
                RawData.Add(Compress(ref normals[Index]));
                RawData.Add(Compress(ref Bitangents[Index]));
                RawData.Add(Compress(ref Tangents[Index]));
            }
            RawVectorData = RawData.ToArray();
        }
        public Face[] ToFaceArray(MeshInformationData[] meshdata)
        {
            List<Face> FaceArray = new List<Face>(IndiceArray.Length);

            for (int SubMesh = 0; SubMesh < meshdata.Length; SubMesh++)
            {
                int Start = meshdata[SubMesh].IndiceStart;
                int End = meshdata[SubMesh].IndiceStart + meshdata[SubMesh].IndiceLength - 2;
                bool Winding = true;

                for (int x = Start; x < End; x++)
                {
                    Face Temp = new Face(IndiceArray[x], IndiceArray[x + 1], IndiceArray[x + 2], IndiceArray[x], IndiceArray[x + 1], IndiceArray[x + 2], IndiceArray[x], IndiceArray[x + 1], IndiceArray[x + 2]);
                    Temp.MaterialID = meshdata[SubMesh].ShaderIndex;
                    Temp.GroupID = SubMesh;
                    if (!Temp.IsDegenerate)
                    {
                        FaceArray.Add(Temp);
                        if (Winding == false)
                        {
                            short y = Temp.VertexIndices[1];
                            short z = Temp.VertexIndices[2];
                            Temp.VertexIndices[1] = z;
                            Temp.VertexIndices[2] = y;
                            y = Temp.TexcoordIndices[1];
                            z = Temp.TexcoordIndices[2];
                            Temp.TexcoordIndices[1] = z;
                            Temp.TexcoordIndices[2] = y;
                            y = Temp.NormalIndices[1];
                            z = Temp.NormalIndices[2];
                            Temp.NormalIndices[1] = z;
                            Temp.NormalIndices[2] = y;
                            Winding = true;
                        }
                        else
                        {
                            Winding = false;
                        }

                    }
                    else
                    {
                        if (Winding == false) { Winding = true; }
                        else { Winding = false; }
                    }
                }
            }
            FaceArray.TrimExcess();
            return FaceArray.ToArray();
        }