if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]);
glBindTexture(GL_TEXTURE_2D,(unsigned long)textureptr);
if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]);
glBindTexture(GL_TEXTURE_2D,(unsigned long)textureptr);