+ void draw(Renderer &) const;
+
+ /** Binds the mesh for rendering. The vertex array is applied using generic
+ attributes only. Uses vertex array object if possible. */
+ void bind() const;
+
+ static void unbind();
+
+ virtual int get_load_priority() const { return 1; }
+ virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
+ virtual UInt64 get_data_size() const;
+ virtual void unload();