I guess what I meant was that every format requires you build up a vertex buffer and then deconstruct it, and that they all keep things in pools, though COLLADA’s pools seem to be 1-for-1 with the other pools. Rare, but still fully applicable.
so yep, it absolutely does have to do with the format specifics
But those details should be covered in the documentation.
Not only those details but everything else you need except to understand that those formats are not how they are represented in games and that you need to reconstruct the data for games (as described in detail by eppo).
It was my hope that any problems related to any specific API could be resolved by the poster on his or her own by checking the documentation for said API…on his or her own. The thing that caught me so many years ago was being in a mind-trap where I thought the original file format was something like what games use, and it was only when I escaped from that that I realized how to do it right, and I was hoping he’d be able to look at his API and take my words in combination and figure that out for himself.