gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, _buffers[0]);
gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, _buffers[1]);
if (_vertexAttribIndex != -1) {
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, 0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
}
if (_normalAttribIndex != -1 && _normalsSize > 0) {
gl.glNormalPointer(GL10.GL_FLOAT, 0, _verticesSize);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);