+ mdl_submesh *sm = mdl_arritm( &menu.model.submeshs, index );
+
+ mdl_material *mat = mdl_arritm( &menu.model.materials,
+ sm->material_id-1 );
+
+ if( mat->tex_diffuse != current_tex ){
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, menu.textures[ mat->tex_diffuse ] );
+ current_tex = mat->tex_diffuse;
+ }
+
+ mdl_draw_submesh( sm );