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Apr 16th, 2015
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  1.   var indices = newSeq[uint32](mesh.faceCount * 3)
  2.  
  3.   var faces = mesh.faces
  4.   for i in 0..mesh.faceCount - 1:
  5.     var indis = faces.offset(i)[].indices
  6.     for ii in 0..2:
  7.       indices[i * 3 + ii] = indis.offset(ii)[].uint32
  8.  
  9.   var buffInd = buffer(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices).int32, addr(indices[0]))
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