Subclass of LindenMesh that adds vertex, index, and texture coordinate arrays suitable for pushing direct to OpenGL
Inheritance: OpenMetaverse.Rendering.LindenMesh
        public GLMesh(GLMesh source, GLAvatar av)
            : base(source.Name)
        {
            this.av = av;
            // Make a new GLMesh copy from the supplied source

            RenderData.Vertices = new float[source.RenderData.Vertices.Length];
            RenderData.Normals = new float[source.RenderData.Normals.Length];
            RenderData.TexCoords = new float[source.RenderData.TexCoords.Length];
            RenderData.Indices = new ushort[source.RenderData.Indices.Length];

            RenderData.weights = new float[source.RenderData.weights.Length];
            RenderData.skinJoints = new string[source.RenderData.skinJoints.Length];

            Array.Copy(source.RenderData.Vertices, RenderData.Vertices, source.RenderData.Vertices.Length);
            Array.Copy(source.RenderData.Normals, RenderData.Normals, source.RenderData.Normals.Length);

            Array.Copy(source.RenderData.TexCoords, RenderData.TexCoords, source.RenderData.TexCoords.Length);
            Array.Copy(source.RenderData.Indices, RenderData.Indices, source.RenderData.Indices.Length);
            Array.Copy(source.RenderData.weights, RenderData.weights, source.RenderData.weights.Length);
            Array.Copy(source.RenderData.skinJoints, RenderData.skinJoints, source.RenderData.skinJoints.Length);

            RenderData.Center = new Vector3(source.RenderData.Center);

            teFaceID = source.teFaceID;

            _rotationAngles = new Vector3(source.RotationAngles);
            _scale = new Vector3(source.Scale);
            _position = new Vector3(source.Position);

            // We should not need to instance these the reference from the top should be constant
            _evp = source._evp;
            _morphs = source._morphs;

            OrigRenderData.Indices = new ushort[source.RenderData.Indices.Length];
            OrigRenderData.TexCoords = new float[source.RenderData.TexCoords.Length];
            OrigRenderData.Vertices = new float[source.RenderData.Vertices.Length];
            OrigRenderData.Normals = new float[source.RenderData.Normals.Length];

            MorphRenderData.Vertices = new float[source.RenderData.Vertices.Length];
            MorphRenderData.Normals = new float[source.RenderData.Normals.Length];

            Array.Copy(source.RenderData.Vertices, OrigRenderData.Vertices, source.RenderData.Vertices.Length);
            Array.Copy(source.RenderData.Vertices, MorphRenderData.Vertices, source.RenderData.Vertices.Length);

            Array.Copy(source.RenderData.Normals, OrigRenderData.Normals, source.RenderData.Normals.Length);
            Array.Copy(source.RenderData.Normals, MorphRenderData.Normals, source.RenderData.Normals.Length);

            Array.Copy(source.RenderData.TexCoords, OrigRenderData.TexCoords, source.RenderData.TexCoords.Length);
            Array.Copy(source.RenderData.Indices, OrigRenderData.Indices, source.RenderData.Indices.Length);
        }
        public GLAvatar()
        {
            lock (_defaultmeshes) foreach (KeyValuePair<string, GLMesh> kvp in _defaultmeshes)
                {
                    GLMesh mesh = new GLMesh(kvp.Value, this); // Instance our meshes
                    _meshes.Add(kvp.Key, mesh);

                }
        }