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struct Vertex
{
btVector3 kPosition;
btVector3 kUVCoords;
};
glBindBuffer( GL_ARRAY_BUFFER, pkVertexbuffer->uiId );
glVertexPointer( 3, GL_FLOAT, sizeof(Vertex), (void *)0 );
glTexCoordPointer( 2, GL_FLOAT, sizeof(Vertex), (void *)(sizeof(btVector3)) );
uint uiVertexCount = (uiCount > 0) ? uiCount : pkVertexbuffer->uiSize-uiFirst;
glDrawArrays( Topologies[pkVertexbuffer->uiTopology], uiFirst, uiVertexCount );