+ const GL::Mesh *m = object->get_mesh();
+ const GL::VertexArray &vertices = m->get_vertices();
+ int vertex_offs = vertices.get_format().offset(GL::VERTEX2);
+ if(vertex_offs>=0)
+ {
+ for(unsigned i=0; i<vertices.size(); ++i)
+ {
+ const float *v = vertices[i]+vertex_offs;
+ border.push_back(Vector(v[0], v[1]));
+ }
+ }