scene::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;tisPointInside(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;