CalModel *calMod; CalRenderer *calRend = calMod->getRenderer(); if (calRend->beginRendering()) { float *vertices_1 = 0; // number of meshes int meshcount = calRend->getMeshCount(); // for all meshes for (int meshid = 0; meshid < meshcount; ++meshid) { // now the submeshes int submeshcount = calRend->getSubmeshCount(meshid); for (int submeshid = 0; submeshid < submeshcount; ++submeshid) { if (calRend->selectMeshSubmesh(meshid,submeshid)) { int vertexcount = calRend->getVertexCount(); if (vertexcount > 0) { vertices_1 = new float[vertexcount*3]; calRend->getVertices(vertices_1); for (int i=0;iendRendering();