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| glBindBuffer( GL_ARRAY_BUFFER, m_iVtxIndex);
glBindBuffer( GL_ARRAY_BUFFER, m_iNmlIndex);
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_iIndIndex);
glEnableClientState( GL_VERTEX_ARRAY);
glEnableClientState( GL_NORMAL_ARRAY);
glEnableClientState( GL_INDEX_ARRAY);
glVertexPointer( m_iVtxSize, m_iVtxType, m_iVtxStride, BUFFER_OFFSET( m_iVtxOffset));
glNormalPointer( m_iNmlType, m_iNmlStride, BUFFER_OFFSET( m_iNmlOffset));
glIndexPointer( m_iIndType, m_iIndStride, BUFFER_OFFSET( m_iIndOffset));
glDrawElements( GL_TRIANGLES, m_iNbIndices, m_iIndType, 0);
glDisableClientState( GL_NORMAL_ARRAY);
glDisableClientState( GL_VERTEX_ARRAY);
glDisableClientState( GL_INDEX_ARRAY); |
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