//Entry Vertices Position of object
            Vector3[] EntryVertices(MQO.MQOFormat format,int obj_id)
            {
                int vcount = (int)format.object_list.obj[obj_id].face_list.face_vartex_count;

                int face_add = 0;
                Vector3[] vpos = new Vector3[vcount];
                for (int i = 0; i < vcount;)
                {
                    if(format.object_list.obj[obj_id].face_list.face[face_add].vartex_count == 3)
                    {
                        vpos[i] = format.GetVPos(obj_id ,face_add,2);
                        vpos[i+1] = format.GetVPos(obj_id ,face_add,0);
                        vpos[i+2] = format.GetVPos(obj_id ,face_add,1);
                    }
                    else if(format.object_list.obj[obj_id].face_list.face[face_add].vartex_count == 4)
                    {
                        vpos[i] = format.GetVPos(obj_id ,face_add,3);
                        vpos[i+1] = format.GetVPos(obj_id ,face_add,0);
                        vpos[i+2] = format.GetVPos(obj_id ,face_add,1);
                        vpos[i+3] = format.GetVPos(obj_id ,face_add,2);
                    }
                    i += format.object_list.obj[obj_id].face_list.face[face_add].vartex_count;
                    face_add++;
                }
                for(int i = 0; i < vcount; i++)
                    vpos[i] = Vector3.Reflect(vpos[i],Vector3.right);
                return vpos;
            }
            //Entry Vertives NormalsVector of Face (You must make Normals from face positions)
            Vector3[] EntryNormals(MQO.MQOFormat format,int obj_id)
            {
                int vcount = (int)format.object_list.obj[obj_id].face_list.face_vartex_count;

                    //Entry Normal vector making
                Vector3 Nvector_1;
                Vector3 Nvector_2;
                Vector3 Nvector;

                int face_add = 0;
                Vector3[] normal = new Vector3[vcount];

                for (int i = 0; i < vcount;)
                {
                    if(format.object_list.obj[obj_id].face_list.face[face_add].vartex_count == 3)
                    {
                        //Entry Normal vector making
                        Nvector_1 = format.GetVPos(obj_id ,face_add,1) - format.GetVPos(obj_id ,face_add,0);
                        Nvector_2 = format.GetVPos(obj_id ,face_add,2) - format.GetVPos(obj_id ,face_add,0);
                        Nvector = Vector3.Cross(Nvector_2,Nvector_1);
                        Nvector.Normalize();

                        normal[i+2] = Nvector;
                        normal[i+1] = Nvector;
                        normal[i] = Nvector;
                    }
                    else if(format.object_list.obj[obj_id].face_list.face[face_add].vartex_count == 4)
                    {
                        //
                        Nvector_1 = format.GetVPos(obj_id ,face_add,2) - format.GetVPos(obj_id ,face_add,0);
                        Nvector_2 = format.GetVPos(obj_id ,face_add,3) - format.GetVPos(obj_id ,face_add,1);
                        Nvector = Vector3.Cross(Nvector_2,Nvector_1);
                        Nvector.Normalize();

                        normal[i+3] = Nvector;
                        normal[i+2] = Nvector;
                        normal[i+1] = Nvector;
                        normal[i] = Nvector;

                    }
                    i += format.object_list.obj[obj_id].face_list.face[face_add].vartex_count;
                    face_add++;
                }
                for(int i = 0; i < vcount; i++)
                    normal[i] = Vector3.Reflect(normal[i],Vector3.right);
                return normal;
            }