This is suitable to render only trivial unlit (or invisible) meshes. This has to be created and destroyed while the OpenGL(ES) context is active. Make sure all usage is within the same rendering context. on OpenGL(ES) it creates 1 VBO (vertex buffer object) for position data and optional 1 VBO for indexes (if SetIndexes is ever called). This is a deliberately simple and thin wrapper over creating and drawing a bunch of vertexes on modern GPUs. Can be used multiple times, to render the same vertexes many times. Render a set of vertexes, with optional indexes. Type TCastleRenderUnlitMesh = class(TObject) Description