public void Draw(IndexBuffer ibo, PrimitiveType primitiveType)
        {
            ibo.Draw();

            bool bWireframe = (SceneManager.Current.RenderMode == SceneManager.RenderMeshMode.Wireframe);

            GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            if (!bWireframe) { GL.EnableClientState(ArrayCap.ColorArray); }

            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, new IntPtr(0));
            GL.NormalPointer(NormalPointerType.Float, Vertex.Stride, new IntPtr(Vector3.SizeInBytes));
            GL.TexCoordPointer(2, TexCoordPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes));
            if (!bWireframe) { GL.ColorPointer(4, ColorPointerType.Float, Vertex.Stride, new IntPtr((2 * Vector3.SizeInBytes) + Vector4.SizeInBytes)); }

            GL.DrawElements(primitiveType, ibo.Length, DrawElementsType.UnsignedInt, IntPtr.Zero);

            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.NormalArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            if (!bWireframe) { GL.DisableClientState(ArrayCap.ColorArray);}

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        }
        public ModelMeshPart()
        {
            vertexBuffer = new VertexBuffer();
            indexBuffer = new IndexBuffer();

            colour = FlummeryApplication.PickRandomColour();
        }