gl.glNormalPointer(GL10.GL_FLOAT, attributes.vertexSize, byteBuffer);
break;
case Usage.TextureCoordinates:
gl.glClientActiveTexture(GL10.GL_TEXTURE0 + textureUnit);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
byteBuffer.position(attribute.offset);
gl.glTexCoordPointer(attribute.numComponents, GL10.GL_FLOAT, attributes.vertexSize, byteBuffer);
textureUnit++;
break;