private void AssignPointers() { for (int i = 0; i < elements.Count; i++) { if (elements[i].attribute != 0xffffffff) { OpenGL.glEnableVertexAttribArray(elements[i].attribute); if (elements[i].gl_type == OpenGL.Const.GL_INT) { OpenGL.glVertexAttribIPointer(elements[i].attribute, elements[i].dimensions, elements[i].gl_type, size_of_t, elements[i].offset_value); } else { OpenGL.glVertexAttribPointer(elements[i].attribute, elements[i].dimensions, elements[i].gl_type, OpenGL.boolean.FALSE, size_of_t, elements[i].offset_value); } } } }