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- var indices = newSeq[uint32](mesh.faceCount * 3)
- var faces = mesh.faces
- for i in 0..mesh.faceCount - 1:
- var indis = faces.offset(i)[].indices
- for ii in 0..2:
- indices[i * 3 + ii] = indis.offset(ii)[].uint32
- var buffInd = buffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices).int32, addr(indices[0]))
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