if ((vformat & GeometryArray.NORMALS) != 0) {
verts.position(startVertex + normoff);
gl.glNormalPointer(GL.GL_FLOAT, bstride, verts);
}
if (!ignoreVertexColors && (vformat & GeometryArray.COLOR) != 0) {
clrs.position(startClrs);
if ((vformat & GeometryArray.WITH_ALPHA) != 0 || useAlpha) {
gl.glColorPointer(4, GL.GL_FLOAT, cbstride, clrs);
} else {
gl.glColorPointer(3, GL.GL_FLOAT, cbstride, clrs);
}