FloatBuffer textureCoordBuffer = BufferUtils.createVector2Buffer(numOfNonVoxelBranches * numOfSegments * 2);
IntBuffer indexBuffer = BufferUtils.createIntBuffer(numOfNonVoxelBranches * (numOfSegments + 1) * 2);
FloatBuffer normalBuffer = BufferUtils.createVector3Buffer(numOfNonVoxelBranches * numOfSegments * 2);
for (int i = 0; i<branches.size(); i++) {
Branch branch = branches.get(i);
FszMatrix4 transform = branch.getTransform();
double startRadius = branch.getStartRadius();
double endRadius = branch.getEndRadius();
double length = branch.getLength();
int ii = i* numOfSegments * 2;
Vector3 startPoint = branch.getStartPoint();
for (int s = 0; s<numOfSegments; s++) {
double angle = s * Math.PI * 2 /numOfSegments ;
float texCoordX = s/(float)numOfSegments;