if(color)glInterleavedArrays( GL_T2F_C3F_V3F,8*sizeof(GLfloat),&vArray[0]);
glBindTexture(GL_TEXTURE_2D,(unsigned long)textureptr);
-#ifndef WIN32
+#if PLATFORM_MACOSX
glLockArraysEXT( 0, TriangleNum*3);
#endif
glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
-#ifndef WIN32
+#if PLATFORM_MACOSX
glUnlockArraysEXT();
#endif
type=nothing;
}
+