I personaly have not heard of a directx geometry format, however the dxg file you have here is most definately a model format.
if you jump to offset 0x014E you'll see:
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word VertexCount;
word TriangleStripLength;
following these data will be a triangle strip style list of faces. Each item in this list is a word(unsighed short) vertex buffer index. The length of this list is described as above(in this case 0x01B0 items, 0x0360 bytes).
Next up will be the list of vertices(in this case 0x011B verts). Each vertex has 8 floats (in this case total size of vertex buffer is 0x2360). I'm going to make a wild assumption, and say that the vertex format is as follows:
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float x;
float y;
float z;
float normalx;
float normaly;
float normalz;
float tu;
float tv;
This is the most standard format for simple verts, I'd be very surprised if it was incorrect.
I haven't looked much at the data in the header before these data. I'm guessing it will list name of model, bounding box, material properties(including a link to a texture or two), possibly scaling and/or origin, and maybe other properties used for physics. To make a converter from this point, one would only have to figure out the header data.
Hopefully this helps.