+struct mesh
+{
+ GLuint vao, vbo;
+ u32 elements;
+};
+
+static void init_mesh( struct mesh *m, float *tris, u32 length )
+{
+ m->elements = length/3;
+ glGenVertexArrays( 1, &m->vao );
+ glGenBuffers( 1, &m->vbo );
+
+ glBindVertexArray( m->vao );
+ glBindBuffer( GL_ARRAY_BUFFER, m->vbo );
+ glBufferData( GL_ARRAY_BUFFER, length*sizeof(float), tris, GL_STATIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0 );
+ glEnableVertexAttribArray( 0 );
+
+ VG_CHECK_GL();
+}
+
+static void free_mesh( struct mesh *m )
+{
+ glDeleteVertexArrays( 1, &m->vao );
+ glDeleteBuffers( 1, &m->vbo );
+}
+
+static void draw_mesh( int const start, int const count )
+{
+ glDrawArrays( GL_TRIANGLES, start*3, count*3 );
+}
+
+static void use_mesh( struct mesh *m )
+{
+ glBindVertexArray( m->vao );
+}
+