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); }