render the tetrahedral mesh (no mesh normals)
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@@ -64,7 +64,8 @@ public:
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///vertices must be in the format x,y,z, nx,ny,nz, u,v
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virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1);
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virtual int registerTexture(const unsigned char* texels, int width, int height);
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///position x,y,z, quaternion x,y,z,w, color r,g,b,a, scaling x,y,z
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