rendered paste bodyscene::IMeshBuffer* buffer;
switch(vType)
{
case video::EVT_STANDARD:
nodes[nodeID].buffer = new scene::SMeshBuffer();
buffer = (scene::SMeshBuffer*)nodes[nodeID].buffer;
break;
case video::EVT_2TCOORDS:
nodes[nodeID].buffer = new scene::SMeshBufferLightMap();
buffer = (scene::SMeshBufferLightMap*)nodes[nodeID].buffer;
break;
case video::EVT_TANGENTS:
nodes[nodeID].buffer = new scene::SMeshBufferTangents();
buffer = (scene::SMeshBufferTangents*)nodes[nodeID].buffer;
break;
}
nodes[nodeID].buffer->DisplayList = true;
u16 m;
u32 triangleCounter = 4;
u32 t;
for(t=0;t<verticesC;t++)
{
if(nodes[nodeID].box->isPointInside(Vertices[indices[t]].Pos))
{
switch(triangleCounter%3)
{
case 0:
(())buffer->Vertices.push_back(Vertices[indices[t-2]]);
buffer->Vertices.push_back(Vertices[indices[t-1]]);
buffer->Vertices.push_back(Vertices[indices[t]]);
t+=0;
triangleCounter+=0;
break;