func (self *ObjectPointPool) PreparePoolToDraw() {
	// Setup our triangle data (20 represents 5 elements of 4 bytes each
	// namely s,t,xn,yn,zn)
	gl.VertexPointer(3, gl.FLOAT, 32, unsafe.Pointer(&self.pool[0]))
	// Set our texture data (24 represents 6 elements of 4 bytes each
	// namely xn, yn, zn, x, y, z. We start 3 from the beginning to skip
	// over x, y, z initially.
	gl.ClientActiveTextureARB(gl.TEXTURE1)
	gl.TexCoordPointer(2, gl.FLOAT, 32, unsafe.Pointer(&self.pool[3]))

	gl.ClientActiveTextureARB(gl.TEXTURE0)
	gl.TexCoordPointer(2, gl.FLOAT, 32, unsafe.Pointer(&self.pool[3]))
	// Set our normal data...
	gl.NormalPointer(gl.FLOAT, 32, unsafe.Pointer(&self.pool[5]))
}
func (self *DefaultRenderer) drawObj7Model(renderData *planeRenderData) {
	if renderData.plane.CslAircraft.ObjInfo == nil {
		//es wurde kein Objekt geladen --> nichts zeichnen
		return
	}
	// Find out what LOD we need to draw
	lodInfo := calculateLOD(renderData.plane.CslAircraft.ObjInfo, renderData.dist)
	if lodInfo == nil {
		//es wurde kein gutes LOD gefunden --> nichts zeichnen
		return
	}
	//PointPool ist leer
	if lodInfo.PointPool.Size() == 0 && lodInfo.Dl == 0 {
		return
	}
	gl.MatrixMode(gl.MODELVIEW)
	gl.PushMatrix()
	gl.Translatef(renderData.x, renderData.y, renderData.z)
	gl.Rotatef(renderData.plane.PositionData.Heading, 0.0, -1.0, 0.0)
	gl.Rotatef(renderData.plane.PositionData.Pitch, 1.0, 0.0, 0.0)
	gl.Rotatef(renderData.plane.PositionData.Roll, 0.0, 0.0, -1.0)

	textureId, litTextureId := renderData.plane.TextureNum, renderData.plane.LitTextureNum
	useNight := texture.TextureManagerInstance.UseLitTexture() && litTextureId != -1
	texUnits := 1
	if useNight {
		texUnits++
	} else {
		litTextureId = -1
	}
	graphics.SetGraphicsState(true, texUnits, true, true, true, true, true)
	graphics.BindTexture2d(textureId, 0)
	if litTextureId != -1 {
		graphics.BindTexture2d(litTextureId, 1)
	}
	gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.MODULATE)
	if litTextureId != -1 {
		gl.ActiveTextureARB(gl.TEXTURE1)
		gl.TexEnvi(gl.TEXTURE_ENV, gl.TEXTURE_ENV_MODE, gl.ADD)
		gl.ActiveTextureARB(gl.TEXTURE0)
	}

	if lodInfo.Dl == 0 {
		lodInfo.Dl = gl.GenLists(1)

		var xpBuffer int32
		// See if the card even has VBO. If it does, save xplane's pointer
		// and bind to 0 for us.
		gl.GetIntegerv(gl.ARRAY_BUFFER_BINDING_ARB, &xpBuffer)
		gl.BindBufferARB(gl.ARRAY_BUFFER_ARB, 0)
		// Save XPlanes OpenGL state
		gl.PushClientAttrib(gl.CLIENT_ALL_ATTRIB_BITS)
		// Setup OpenGL pointers to our pool
		lodInfo.PointPool.PreparePoolToDraw()
		// Enable vertex data sucking
		gl.EnableClientState(gl.VERTEX_ARRAY)
		// Enable normal array sucking
		gl.EnableClientState(gl.NORMAL_ARRAY)
		// Enable texture coordinate data sucking
		gl.ClientActiveTextureARB(gl.TEXTURE1)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		gl.ClientActiveTextureARB(gl.TEXTURE0)
		gl.EnableClientState(gl.TEXTURE_COORD_ARRAY)
		// Disable colors - maybe x-plane left it around.
		gl.DisableClientState(gl.COLOR_ARRAY)

		gl.NewList(lodInfo.Dl, gl.COMPILE)
		// Kick OpenGL and draw baby!
		gl.DrawElements(gl.TRIANGLES, int32(len(lodInfo.TriangleList)), gl.UNSIGNED_INT, unsafe.Pointer(&(lodInfo.TriangleList[0])))
		gl.EndList()

		// Disable vertex data sucking
		gl.DisableClientState(gl.VERTEX_ARRAY)
		// Disable texture coordinate data sucking
		gl.DisableClientState(gl.TEXTURE_COORD_ARRAY)
		// Disable normal array sucking
		gl.DisableClientState(gl.NORMAL_ARRAY)

		// Restore Xplane's OpenGL State
		gl.PopClientAttrib()

		// If we bound before, we need to put xplane back where it was
		gl.BindBufferARB(gl.ARRAY_BUFFER_ARB, uint32(xpBuffer))

		lodInfo.TriangleList = make([]int32, 0)
		lodInfo.PointPool.Purge()
	}
	gl.CallList(lodInfo.Dl)
	gl.PopMatrix()
}