protected void GenerateModelBuffers()
        {
            float[] vertData = geometry.CreateUnindexedVertexData(11, true, 0, true, 8,
                                                                  true, 3, true, 5, false, 0);

            if (triangleVertexBuffer == -1)
            {
                triangleVertexBuffer = GL.GenBuffer();
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer, triangleVertexBuffer);
            GL.BufferData(BufferTarget.ArrayBuffer, vertData.Length * sizeof(float),
                          vertData, BufferUsageHint.StaticDraw);
        }