public void draw(Matrix4 cam, ShaderProgram shader) { GL.BindTexture(TextureTarget.Texture2D, this.texture.TextureID); shader.setUniform("model", parent.Transform); shader.setUniform("lighting", false); shader.bindBufferToShaderAttrib<float>(vbos.Verts, "vertIn"); shader.bindBufferToShaderAttrib<float>(vbos.Uvs, "uvIn", 2); shader.bindBufferToShaderAttrib<float>(vbos.Normals, "normalIn"); vbos.Elements.bind(); GL.DrawElements(BeginMode.Quads, vbos.ElementsSize, DrawElementsType.UnsignedShort, 0); }