case Usage.ColorPacked:
int colorType = GL10.GL_FLOAT;
if (attribute.usage == Usage.ColorPacked) colorType = GL11.GL_UNSIGNED_BYTE;
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glColorPointer(attribute.numComponents, colorType, attributes.vertexSize, attribute.offset);
break;
case Usage.Normal:
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glNormalPointer(GL10.GL_FLOAT, attributes.vertexSize, attribute.offset);