+
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
+ OPENGL_CHECK_ERRORS;
+
+ if( m_bMultiTexture )
+ {
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
+ OPENGL_CHECK_ERRORS;
+ glVertexAttribPointer(VS_TEXCOORD1,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u));
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
+ OPENGL_CHECK_ERRORS;
+ }
+
+ glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ OPENGL_CHECK_ERRORS;