if(calcNormals)
{
CalcNormals(vertices, indices);
}
m_resource = new MeshResource(indices.length);
glBindBuffer(GL_ARRAY_BUFFER, m_resource.GetVbo());
glBufferData(GL_ARRAY_BUFFER, Util.CreateFlippedBuffer(vertices), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_resource.GetIbo());