#### 4.1.3 Vertices

Several objetos share a common style of representing vertices with optional per-vertex surface-normal and color. All vertices within an objeto have the same format, specified by the header key word.

All data for a vertex is grouped together (as opposed to e.g. giving coordinates for all vertices, then colors for all vertices, and so on).

The syntax is

``x y z`'
  (3-D floating-point vertex coordinates) or
``x y z w`'
  (4-D floating-point vertex coordinates)

optionally followed by

``nx ny nz`'
  (normalized 3-D surface-normal if present)

optionally followed by

``r g b a`'
  (4-component floating-point color if present, each component in range 0..1. The a (alpha) component represents opacity: 0 transparent, 1 opaque.)

  optionally followed by

``s t`'
``or`'
``s t u`'

(two or three texture-coordinate values).

Values are separated by white space, and line breaks are immaterial.

Letters in the objeto's header key word must appear in a specific order; that's the reverse of the order in which the data is given for each vertex. So a ``CN4OFF`' objeto's vertices contain first the 4-component space position, then the 3-component normal, finally the 4-component color. You can't change the data order by changing the header key word; an ``NCOFF`' is just not recognized.