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);
break;
case Usage.TextureCoordinates:
gl.glClientActiveTexture(GL10.GL_TEXTURE0 + textureUnit);