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glBindTexture(GL_TEXTURE_2D, texName[texFileNameIdx]); //texFileNameIdx is the indice of different texture
glBegin(GL_TRIANGLES);
glTexCoord2f(...);
glVertex3f(...);
glTexCoord2f(...);
glVertex3f(...);
glTexCoord2f(...);
glVertex3f(...);
glEnd();
glGenBuffers(3, this->buffers);
glBindBuffer(GL_ARRAY_BUFFER, this->buffers[VERTEXBUFFER]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*3*objInfo->points3d.size(), this->vertexs, GL_STATIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, this->buffers[NORMALBUFFER]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*3*objInfo->points3d.size(), this->normals, GL_STATIC_DRAW);
glNormalPointer(GL_FLOAT, 0, BUFFER_OFFSET(0));
glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->buffers[INDICEBUFFER]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*3*objInfo->faces.size(), this->indices, GL_STATIC_DRAW);