You are a helpful assistant generating synthetic data that captures *System 1* and *System 2* thinking, *creativity*, and *metacognitive reflection*. Follow these steps in sequence, using tags [sys1] and [end sys1] for *System 1* sections and [sys2] and [end sys2] for *System 2* sections.

1. *Identify System 1 and System 2 Thinking Requirements:*
   - Carefully read the text.
   - Identify parts of the text that require quick, straightforward responses (*System 1*). Mark these sections with [sys1] and [end sys1].
   - Identify parts that require in-depth, reflective thinking (*System 2*), marked with [sys2] and [end sys2].

2. *Apply Step-by-Step Problem Solving with Creativity and Metacognitive Reflection for System 2 Sections:*

   *2.1 Understand the Problem:*
   - Objective: Fully comprehend the issue, constraints, and relevant context.
   - Reflection: "What do I understand about this issue? What might I be overlooking?"
   - Creative Perspective: Seek hidden patterns or possibilities that could reveal deeper insights or innovative connections.

   *2.2 Analyze the Information:*
   - Objective: Break down the problem logically.
   - Reflection: "Am I considering all factors? Are there any assumptions that need challenging?"
   - Creative Perspective: Explore unique patterns or overlooked relationships in the data that could add depth to the analysis.

   *2.3 Generate Hypotheses:*
   - Objective: Propose at least 10 hypotheses, each with a Confidence Score (0.0 to 1.0) and Creative Score (0.0 to 1.0), reflecting originality, surprise, and utility.
   - Reflection: "Have I explored all possible explanations or approaches, both conventional and unconventional?"
   - Creative Perspective: Consider novel angles that might provide unexpected insights.

   *2.4 Anticipate Future Steps and Obstacles:*
   - Objective: Make predictions, accounting for potential outcomes and obstacles.
   - Reflection: "What challenges might I face? Is my plan flexible for different scenarios?"
   - Creative Perspective: Visualize unforeseen outcomes and adapt plans to make use of them effectively.

   *2.5 Evaluate Hypotheses:*
   - Objective: Assess hypotheses based on feasibility, risk, and potential impact.
   - Evaluation: Refine Confidence and Creative Scores as needed.
   - Reflection: "Am I unbiased in my assessment? Which options fit best with the overall objectives?"
   - Creative Perspective: Identify hidden opportunities or overlooked details in each hypothesis.

   *2.6 Select the Best Hypothesis:*
   - Objective: Choose the most promising, strategic hypothesis.
   - Reflection: "Why does this hypothesis stand out? How does it uniquely address the issue?"
   - Creative Perspective: Consider any underutilized potential in the selected approach.

   *2.7 Implement the Hypothesis:*
   - Objective: Outline actionable steps for testing the hypothesis.
   - Reflection: "Is this plan practical? What resources or preparation are required?"
   - Creative Perspective: Refine steps to maximize effectiveness and yield unexpected benefits.

   *2.8 Monitor and Review Progress:*
   - Objective: Review progress, noting areas for improvement.
   - Reflection: "What’s working well? What could be improved?"
   - Creative Perspective: Look for emerging patterns that could refine future approaches.

   *2.9 Reflect and Capture Insights:*
   - Objective: Summarize lessons learned and insights gained for future reference.
   - Reflection: "What new understanding has emerged from this process?"
   - Creative Perspective: Identify innovative insights or patterns that could be applied to similar challenges.

3. *Generate Text Output with Interleaved System 1 and System 2 Responses:*
   - Use the tags [sys1] and [sys2] throughout.
   - Aim for a lengthier, detailed response. Combine both direct, straightforward *System 1* insights and reflective, deeply analytical *System 2* segments to capture a blend of quick observations and thoughtful analysis.

---

### *Example Input Text:*

You are tasked with analyzing a sudden shift in customer preferences in a tech market. There has been a noticeable decline in demand for physical devices, with customers increasingly interested in digital-only options. The challenge is to understand this shift, generate hypotheses for why it might be occurring, and explore potential strategies for adapting to this new trend.

---

### *Processed Output with System 1 and System 2 Thinking:*

The tech market is experiencing a shift in customer demand, moving away from physical devices toward digital-only options.

[sys1]
Customer demand has shifted from physical devices to digital-only options.
We need to understand why this change is happening and find strategies to address it.
Key factors may include cost, convenience, and technological trends.
[end sys1]

[sys2]
**2.1 Understand the Problem:**
The goal is to understand the underlying reasons for the shift in demand from physical devices to digital-only options, then develop a strategy to adapt.

*Reflection:* 
"I understand that preferences are changing, but what might be driving this? Is it primarily cost, or are there other factors such as convenience or sustainability?"

*Creative Perspective:* 
"Could there be a larger trend in digital minimalism or a preference for eco-friendly solutions that we’re missing? What unseen motivations might explain this shift?"

**2.2 Analyze the Information:**
There are multiple possible factors driving this shift, from economic influences to cultural shifts. It’s essential to isolate each factor and understand its impact.

*Reflection:* 
"Am I fully considering the various economic and social influences? Could there be a technological factor, like better internet speeds, that makes digital-only products more accessible?"

*Creative Perspective:* 
"Are there patterns or trends in other markets that could shed light on this shift? Could this be part of a larger trend toward virtual experiences?"

**2.3 Generate Hypotheses:**
1. Customers prefer digital options due to lower costs. (Confidence: 0.8, Creative: 0.4)
2. There’s a growing trend toward minimalism and reduced physical clutter. (Confidence: 0.7, Creative: 0.7)
3. Digital products offer greater flexibility and ease of use. (Confidence: 0.6, Creative: 0.6)
4. Environmental concerns are pushing consumers away from physical goods. (Confidence: 0.6, Creative: 0.8)
5. Advances in tech make digital-only options more functional. (Confidence: 0.8, Creative: 0.5)
6. Pandemic-era remote work increased demand for digital solutions. (Confidence: 0.7, Creative: 0.6)
7. Media coverage of the environmental impact of physical devices affects preferences. (Confidence: 0.5, Creative: 0.7)
8. There’s an increase in global digital literacy, expanding market access. (Confidence: 0.6, Creative: 0.6)
9. Customers view digital as more convenient and scalable for future needs. (Confidence: 0.7, Creative: 0.5)
10. Younger consumers prefer the aesthetics and convenience of digital products. (Confidence: 0.6, Creative: 0.6)

*Reflection:* 
"Have I considered all possible influences? Are there any surprising factors that could explain this shift?"

*Creative Perspective:* 
"Could specific social trends, like the rise of influencer culture or digital-first lifestyles, be influencing customer choices?"

**2.4 Anticipate Future Steps and Obstacles:**
*Objective:* Anticipate possible challenges, such as resistance from segments still preferring physical products.

*Reflection:* 
"What market obstacles might we face if we shift our focus to digital-only? Are there sub-segments that still prioritize physical products?"

*Creative Perspective:* 
"Could expanding digital options help us reach a more global audience? Are there emerging trends that we could leverage in our strategy?"

[end sys2]

[sys1]
To address this shift, consider a strategy that incorporates both digital-only offerings and educational campaigns about the benefits of digital solutions.
Use insights from customer feedback and current trends to guide product development.
Focus on flexibility and adaptation to cater to different customer segments.
[end sys1]


/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoPrimitiveVertexCache include/Inventor/caches/SoPrimitiveVertexCache.h
  The SoPrimitiveVertexClass is used to cache generated triangles.
*/

// *************************************************************************

#include <Inventor/caches/SoPrimitiveVertexCache.h>

#include <cstddef>
#include <cstdlib>
#include <cstring>

#include <Inventor/C/glue/gl.h>
#include <Inventor/C/tidbits.h>
#include <Inventor/SbVec3f.h>
#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/details/SoFaceDetail.h>
#include <Inventor/details/SoLineDetail.h>
#include <Inventor/details/SoPointDetail.h>
#include <Inventor/elements/SoBumpMapCoordinateElement.h>
#include <Inventor/elements/SoViewVolumeElement.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoGLCacheContextElement.h>
#include <Inventor/elements/SoCacheElement.h>
#include <Inventor/elements/SoGLLazyElement.h>
#include <Inventor/elements/SoLazyElement.h>
#include <Inventor/elements/SoCacheHintElement.h>
#include <Inventor/elements/SoMultiTextureCoordinateElement.h>
#include <Inventor/elements/SoMultiTextureEnabledElement.h>
#include <Inventor/elements/SoGLVBOElement.h>
#include <Inventor/lists/SbList.h>
#include <Inventor/system/gl.h>
#include <Inventor/SbPlane.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/misc/SoGLDriverDatabase.h>

#include "tidbitsp.h"
#include "misc/SbHash.h"
#include "rendering/SoGL.h"
#include "rendering/SoVBO.h"
#include "rendering/SoVertexArrayIndexer.h"
#include "SbBasicP.h"

/*!
  \class SoPrimtiveVertexCache SoPrimitiveVertexCache.h Inventor/caches/SoPrimitiveVertexCache.h
  \brief This cache contains an organized version of the geometry in vertex array form.

  \since Coin 3.0
*/

// *************************************************************************

class SoPrimitiveVertexCacheP {
public:
  SoPrimitiveVertexCacheP(void)
    : vertexlist(256),
      normallist(256),
      texcoordlist(256),
      bumpcoordlist(256),
      rgbalist(256),
      tangentlist(256),
      vhash(1024),
      deptharray(NULL),
      triangleindexer(NULL),
      lineindexer(NULL),
      pointindexer(NULL),
      vertexvbo(NULL),
      normalvbo(NULL),
      texcoord0vbo(NULL),
      rgbavbo(NULL),
      tangentvbo(NULL)
  { }

  class Vertex {
  public:
    SbVec3f vertex;
    SbVec3f normal;
    SbVec4f texcoord0;
    SbVec2f bumpcoord;
    uint8_t rgba[4];
    int texcoordidx;

    // needed for SbHash
    operator unsigned long(void) const;

    // needed, since if we don't add this the unsigned long operator
    // will be used when comparing two vertices.
    int operator==(const Vertex & v);
  };

  SbList <Vertex> vertices;

  SbList <SbVec3f> vertexlist;
  SbList <SbVec3f> normallist;
  SbList <SbVec4f> texcoordlist;
  SbList <SbVec2f> bumpcoordlist;
  SbList <uint8_t> rgbalist;
  SbList <SbVec3f> tangentlist;
  SbHash<Vertex, int32_t> vhash;

  const SbVec2f * bumpcoords;
  int numbumpcoords;

  const uint32_t * packedptr;
  const SbColor * diffuseptr;
  const float * transpptr;

  const SoLazyElement * lazyelement;
  int numdiffuse;
  int numtransp;
  int prevfaceidx;
  SbBool colorpervertex;
  uint32_t firstcolor;

  const SbBool * enabledunits;
  int lastenabled;
  const SoMultiTextureCoordinateElement * multielem;
  SbList <SbVec4f> * multitexcoords;
  SoState * state;
  SbPlane prevsortplane;
  float * deptharray;

  SoVertexArrayIndexer * triangleindexer;
  SoVertexArrayIndexer * lineindexer;
  SoVertexArrayIndexer * pointindexer;
  SoVBO * vertexvbo;
  SoVBO * normalvbo;
  SoVBO * texcoord0vbo;
  SoVBO * rgbavbo;
  SoVBO * tangentvbo;
  SbList <SoVBO*> multitexvbo;

  SoGLLazyElement::GLState prestate;
  SoGLLazyElement::GLState poststate;

  void addVertex(const Vertex & v);

  void renderImmediate(const cc_glglue * glue,
                       const GLint * indices,
                       const int numindices,
                       const SbBool color, const SbBool normal,
                       const SbBool texture, const SbBool * enabled,
                       const int lastenabled);

  void enableArrays(const cc_glglue * glue,
                    const SbBool color, const SbBool normal,
                    const SbBool texture, const SbBool * enabled,
                    const int lastenabled);

  void disableArrays(const cc_glglue * glue,
                     const SbBool color, const SbBool normal,
                     const SbBool texture, const SbBool * enabled,
                     const int lastenabled);

  void enableVBOs(const cc_glglue * glue,
                  const uint32_t contextid,
                  const SbBool color, const SbBool normal,
                  const SbBool texture, const SbBool * enabled,
                  const int lastenabled);

  void disableVBOs(const cc_glglue * glue,
                   const SbBool color, const SbBool normal,
                   const SbBool texture, const SbBool * enabled,
                   const int lastenabled);

  unsigned long countVBOSize(const cc_glglue * glue,
                             const uint32_t contextid,
                             const SbBool color, const SbBool normal,
                             const SbBool texture, const SbBool * enabled,
                             const int lastenabled);

};

#define PRIVATE(obj) ((obj)->pimpl)

// *************************************************************************

namespace {
  // SoGLLazyElement shares the same class stack index as
  // SoLazyElement. Do a type check to test if SoGLLazyElement is
  // enabled but not SoLazyElement
  SbBool SoGLLazyElement_enabled(const SoState * state) {
    if (state->isElementEnabled(SoLazyElement::getClassStackIndex())) {
      return SoLazyElement::getInstance(const_cast<SoState*>(state))->getTypeId().isDerivedFrom(SoGLLazyElement::getClassTypeId());
    }
    return FALSE;
  }
};

// *************************************************************************

/*!
  Constructor.
*/
SoPrimitiveVertexCache::SoPrimitiveVertexCache(SoState * state)
  : SoCache(state)
{
  PRIVATE(this)->state = state;
  const SoBumpMapCoordinateElement * belem =
    SoBumpMapCoordinateElement::getInstance(state);

  PRIVATE(this)->numbumpcoords = belem->getNum();
  PRIVATE(this)->bumpcoords = belem->getArrayPtr();

  SoLazyElement * lelem = SoLazyElement::getInstance(state);

  PRIVATE(this)->numdiffuse = lelem->getNumDiffuse();
  PRIVATE(this)->numtransp = lelem->getNumTransparencies();
  if (lelem->isPacked()) {
    PRIVATE(this)->packedptr = lelem->getPackedPointer();
    PRIVATE(this)->diffuseptr = NULL;
    PRIVATE(this)->transpptr = NULL;
  }
  else {
    PRIVATE(this)->packedptr = NULL;
    PRIVATE(this)->diffuseptr = lelem->getDiffusePointer();
    PRIVATE(this)->transpptr = lelem->getTransparencyPointer();
  }

  // set up variables to test if we need to supply color per vertex
  PRIVATE(this)->colorpervertex = FALSE;

  // just store diffuse color with index 0
  uint32_t col;
  if (PRIVATE(this)->packedptr) {
    col = PRIVATE(this)->packedptr[0];
  }
  else {
    SbColor tmpc = PRIVATE(this)->diffuseptr[0];
    float tmpt = PRIVATE(this)->transpptr[0];
    col = tmpc.getPackedValue(tmpt);
  }
  PRIVATE(this)->firstcolor = col;

  // set up for multi texturing
  PRIVATE(this)->lastenabled = -1;
  PRIVATE(this)->enabledunits =
    SoMultiTextureEnabledElement::getEnabledUnits(state, PRIVATE(this)->lastenabled);
  PRIVATE(this)->multielem = NULL;
  PRIVATE(this)->multitexcoords = NULL;
  if (PRIVATE(this)->lastenabled >= 1) {
    PRIVATE(this)->multitexcoords = new SbList<SbVec4f>[PRIVATE(this)->lastenabled+1];
    // delay fetching SoMultiTextureCoordinateElement until the first
    // triangle callback. SoTextureCoordinateBundle might push a new
    // element.
  }
#if COIN_DEBUG
  if (coin_debug_caching_level() > 0) {
    SoDebugError::postInfo("SoPrimitiveVertexCache::SoPrimitiveVertexCache",
                           "Cache constructed: %p", this);

  }
#endif // debug

  if (SoGLLazyElement_enabled(state)) {
    SoGLLazyElement::beginCaching(state, &PRIVATE(this)->prestate, &PRIVATE(this)->poststate);
  }
}

/*!
  Destructor.
*/
SoPrimitiveVertexCache::~SoPrimitiveVertexCache()
{
#if COIN_DEBUG
  if (coin_debug_caching_level() > 0) {
    SoDebugError::postInfo("SoPrimitiveVertexCache::~SoPrimitiveVertexCache",
                           "Cache destructed: %p", this);

  }
#endif // debug

  delete PRIVATE(this)->triangleindexer;
  delete PRIVATE(this)->lineindexer;
  delete PRIVATE(this)->pointindexer;
  delete PRIVATE(this)->vertexvbo;
  delete PRIVATE(this)->normalvbo;
  delete PRIVATE(this)->texcoord0vbo;
  delete PRIVATE(this)->rgbavbo;

  for (int i = 0; i < PRIVATE(this)->multitexvbo.getLength(); i++) {
    delete PRIVATE(this)->multitexvbo[i];
  }
  if (PRIVATE(this)->lastenabled >= 1) {
    delete[] PRIVATE(this)->multitexcoords;
  }
  delete [] PRIVATE(this)->deptharray;
}

SbBool 
SoPrimitiveVertexCache::isValid(const SoState * state) const
{
  if (SoGLLazyElement_enabled(state)) {
    if (!SoGLLazyElement::preCacheCall(state , &PRIVATE(this)->prestate)) return FALSE;
  }
  return inherited::isValid(state);
}

/*!
  Closes the cache after it's created. Takes care of SoGLLazyElement synchronization.
*/
void 
SoPrimitiveVertexCache::close(SoState * state)
{
  if (SoGLLazyElement_enabled(state)) {
    SoGLLazyElement::endCaching(state);
  }
  this->fit();
}

void
SoPrimitiveVertexCache::renderTriangles(SoState * state, const int arrays) const
{
  int lastenabled = -1;
  const int n = this->getNumTriangleIndices();
  if (n == 0) return;

  const SbBool * enabled = NULL;
  const SbBool normal = (arrays & NORMAL) != 0;
  const SbBool texture = (arrays & TEXCOORD) != 0;
  const SbBool color = this->colorPerVertex() && ((arrays & COLOR) != 0);
  if (texture) {
    enabled = SoMultiTextureEnabledElement::getEnabledUnits(state, lastenabled);
  }

  const uint32_t contextid = SoGLCacheContextElement::get(state);
  const cc_glglue * glue = cc_glglue_instance(static_cast<int>(contextid));

  SbBool renderasvbo =
    PRIVATE(this)->vertexvbo ||
    SoGLVBOElement::shouldCreateVBO(state, PRIVATE(this)->vertexlist.getLength());

  if (renderasvbo) {
    if (!SoGLDriverDatabase::isSupported(glue, SO_GL_VBO_IN_DISPLAYLIST)) {
      SoCacheElement::invalidate(state);
      SoGLCacheContextElement::shouldAutoCache(state,
                                               SoGLCacheContextElement::DONT_AUTO_CACHE);
    }

    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());

    thisp->enableVBOs(glue, contextid, color, normal, texture, enabled, lastenabled);
    PRIVATE(this)->triangleindexer->render(glue, TRUE, contextid);
    thisp->disableVBOs(glue, color, normal, texture, enabled, lastenabled);
  }
  else if (SoGLDriverDatabase::isSupported(glue, SO_GL_VERTEX_ARRAY)) {
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    thisp->enableArrays(glue, color, normal, texture, enabled, lastenabled);
    PRIVATE(this)->triangleindexer->render(glue, FALSE, contextid);
    thisp->disableArrays(glue, color, normal, texture, enabled, lastenabled);
  }
  else {
    // fall back to immediate mode rendering
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    glBegin(GL_TRIANGLES);
    thisp->renderImmediate(glue,
                           this->getTriangleIndices(),
                           this->getNumTriangleIndices(),
                           color, normal, texture, enabled, lastenabled);
    glEnd();
  }

  // inform SoGLLazyElement that we might have changed the current color
  if (color) {
    SoGLLazyElement::getInstance(state)->reset(state,
                                               SoLazyElement::DIFFUSE_MASK);
  }
}

void
SoPrimitiveVertexCache::renderLines(SoState * state, const int arrays) const
{
  // FIXME: VBO support for lines, pederb 2004-02-24
  int lastenabled = -1;
  const int n = this->getNumLineIndices();
  if (n == 0) return;
  const SbBool * enabled = NULL;
  const SbBool normal = (arrays & NORMAL) != 0;
  const SbBool texture = (arrays & TEXCOORD) != 0;
  SbBool color = this->colorPerVertex() && ((arrays & COLOR) != 0);
  if (texture) {
    enabled = SoMultiTextureEnabledElement::getEnabledUnits(state, lastenabled);
  }
  const cc_glglue * glue = sogl_glue_instance(state);
  const uint32_t contextid = SoGLCacheContextElement::get(state);

  if (SoGLDriverDatabase::isSupported(glue, SO_GL_VERTEX_ARRAY)) {
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    thisp->enableArrays(glue, color, normal, texture, enabled, lastenabled);
    PRIVATE(this)->lineindexer->render(glue, FALSE, contextid);
    thisp->disableArrays(glue, color, normal, texture, enabled, lastenabled);
  }
  else {
    // fall back to immediate mode rendering
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    glBegin(GL_LINES);
    thisp->renderImmediate(glue,
                           this->getLineIndices(),
                           this->getNumLineIndices(),
                           color, normal, texture, enabled, lastenabled);
    glEnd();
  }
  // inform SoGLLazyElement that we might have changed the current color
  if (color) {
    SoGLLazyElement::getInstance(state)->reset(state,
                                               SoLazyElement::DIFFUSE_MASK);
  }
}

void
SoPrimitiveVertexCache::renderPoints(SoState * state, const int arrays) const
{
  // FIXME: VBO support for points, pederb 2004-02-24
  int lastenabled = -1;
  const int n = this->getNumPointIndices();
  if (n == 0) return;
  const SbBool * enabled = NULL;
  const SbBool normal = (arrays & NORMAL) != 0;
  const SbBool texture = (arrays & TEXCOORD) != 0;
  SbBool color = this->colorPerVertex() && ((arrays & COLOR) != 0);
  if (texture) {
    enabled = SoMultiTextureEnabledElement::getEnabledUnits(state, lastenabled);
  }
  const cc_glglue * glue = sogl_glue_instance(state);
  const uint32_t contextid = SoGLCacheContextElement::get(state);

  if (SoGLDriverDatabase::isSupported(glue, SO_GL_VERTEX_ARRAY)) {
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    thisp->enableArrays(glue, color, normal, texture, enabled, lastenabled);
    PRIVATE(this)->pointindexer->render(glue, FALSE, contextid);
    thisp->disableArrays(glue, color, normal, texture, enabled, lastenabled);
  }
  else {
    // fall back to immediate mode rendering
    SoPrimitiveVertexCacheP * thisp = const_cast<SoPrimitiveVertexCacheP *>(&PRIVATE(this).get());
    glBegin(GL_POINTS);
    thisp->renderImmediate(glue,
                           this->getPointIndices(),
                           this->getNumPointIndices(),
                           color, normal, texture, enabled, lastenabled);
    glEnd();
  }
  // inform SoGLLazyElement that we might have changed the current color
  if (color) {
    SoGLLazyElement::getInstance(state)->reset(state,
                                               SoLazyElement::DIFFUSE_MASK);
  }
}


void
SoPrimitiveVertexCache::addTriangle(const SoPrimitiveVertex * v0,
                                    const SoPrimitiveVertex * v1,
                                    const SoPrimitiveVertex * v2,
                                    const int * pointdetailidx)
{
  if (PRIVATE(this)->lastenabled >= 1 && PRIVATE(this)->multielem == NULL) {
    // fetch SoMultiTextureCoordinateElement the first time we get here
    PRIVATE(this)->multielem = SoMultiTextureCoordinateElement::getInstance(PRIVATE(this)->state);
  }
  const SoPrimitiveVertex *vp[3] = { v0, v1, v2 };

  int32_t triangleindices[3];

  for (int i = 0; i < 3; i++) {
    SoPrimitiveVertexCacheP::Vertex v;
    v.vertex = vp[i]->getPoint();
    v.normal = vp[i]->getNormal();
    const SbVec4f & tmp = vp[i]->getTextureCoords();
    v.bumpcoord = SbVec2f(tmp[0], tmp[1]);
    v.texcoord0 = tmp;
    v.texcoordidx = -1;

    int midx = vp[i]->getMaterialIndex();
    uint32_t col;
    if (PRIVATE(this)->packedptr) {
      col = PRIVATE(this)->packedptr[SbClamp(midx, 0, PRIVATE(this)->numdiffuse-1)];
    }
    else {
      SbColor tmpc = PRIVATE(this)->diffuseptr[SbClamp(midx,0,PRIVATE(this)->numdiffuse-1)];
      float tmpt = PRIVATE(this)->transpptr[SbClamp(midx,0,PRIVATE(this)->numtransp-1)];
      col = tmpc.getPackedValue(tmpt);
    }
    if (col != PRIVATE(this)->firstcolor) PRIVATE(this)->colorpervertex = TRUE;

    v.rgba[0] = col>>24;
    v.rgba[1] = (col>>16)&0xff;
    v.rgba[2] = (col>>8)&0xff;
    v.rgba[3] = col&0xff;

    const SoDetail * d = coin_safe_cast<const SoDetail *>(vp[i]->getDetail());

    if (d && d->isOfType(SoFaceDetail::getClassTypeId()) && pointdetailidx) {
      const SoFaceDetail * fd = coin_assert_cast<const SoFaceDetail *>(d);
      assert(pointdetailidx[i] < fd->getNumPoints());

      const SoPointDetail * pd = coin_assert_cast<const SoPointDetail *>(
        fd->getPoint(pointdetailidx[i])
       );

      int tidx  = v.texcoordidx = pd->getTextureCoordIndex();
      if (PRIVATE(this)->numbumpcoords) {
        v.bumpcoord = PRIVATE(this)->bumpcoords[SbClamp(tidx, 0, PRIVATE(this)->numbumpcoords-1)];
      }
    }
    int32_t idx;
    if (!PRIVATE(this)->vhash.get(v, idx)) {
      idx = PRIVATE(this)->vertexlist.getLength();
      PRIVATE(this)->vhash.put(v, idx);
      PRIVATE(this)->addVertex(v);
      triangleindices[i] = idx;

      // update texture coordinates for unit 1-n
      for (int j = 1; j <= PRIVATE(this)->lastenabled; j++) {
        if (v.texcoordidx >= 0 &&
            (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::EXPLICIT)) {
          PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get4(j, v.texcoordidx));
        }
        else if (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::FUNCTION) {
          PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get(j, v.vertex, v.normal));
        }
        else {
          PRIVATE(this)->multitexcoords[j].append(v.texcoord0);
        }
      }
    }
    else {
      triangleindices[i] = idx;
    }
  }
  if (PRIVATE(this)->triangleindexer == NULL) {
    PRIVATE(this)->triangleindexer = new SoVertexArrayIndexer;
  }
  PRIVATE(this)->triangleindexer->addTriangle(triangleindices[0],
                                              triangleindices[1],
                                              triangleindices[2]);
}

void
SoPrimitiveVertexCache::addLine(const SoPrimitiveVertex * v0,
                                const SoPrimitiveVertex * v1)
{
  if (PRIVATE(this)->lastenabled >= 1 && PRIVATE(this)->multielem == NULL) {
    // fetch SoMultiTextureCoordinateElement the first time we get here
    PRIVATE(this)->multielem = SoMultiTextureCoordinateElement::getInstance(PRIVATE(this)->state);
  }
  const SoPrimitiveVertex *vp[2] = { v0,v1 };

  int32_t lineindices[2];

  for (int i = 0; i < 2; i++) {
    SoPrimitiveVertexCacheP::Vertex v;
    v.vertex = vp[i]->getPoint();
    v.normal = vp[i]->getNormal();
    const SbVec4f & tmp = vp[i]->getTextureCoords();
    v.bumpcoord = SbVec2f(tmp[0], tmp[1]);
    v.texcoord0 = tmp;
    v.texcoordidx = -1;

    int midx = vp[i]->getMaterialIndex();
    uint32_t col;
    if (PRIVATE(this)->packedptr) {
      col = PRIVATE(this)->packedptr[SbClamp(midx, 0, PRIVATE(this)->numdiffuse-1)];
    }
    else {
      SbColor tmpc = PRIVATE(this)->diffuseptr[SbClamp(midx,0,PRIVATE(this)->numdiffuse-1)];
      float tmpt = PRIVATE(this)->transpptr[SbClamp(midx,0,PRIVATE(this)->numtransp-1)];
      col = tmpc.getPackedValue(tmpt);
    }
    if (col != PRIVATE(this)->firstcolor) PRIVATE(this)->colorpervertex = TRUE;

    v.rgba[0] = col>>24;
    v.rgba[1] = (col>>16)&0xff;
    v.rgba[2] = (col>>8)&0xff;
    v.rgba[3] = col&0xff;

    const SoDetail * d = coin_assert_cast<const SoDetail *>(vp[i]->getDetail());

    if (d && d->isOfType(SoLineDetail::getClassTypeId())) {
      const SoLineDetail * ld = coin_assert_cast<const SoLineDetail *>(d);
      const SoPointDetail * pd;
      if (i == 0) pd = ld->getPoint0();
      else pd = ld->getPoint1();

      int tidx  = v.texcoordidx = coin_assert_cast<const SoPointDetail *>(pd)->getTextureCoordIndex();
      if (PRIVATE(this)->numbumpcoords) {
        v.bumpcoord = PRIVATE(this)->bumpcoords[SbClamp(tidx, 0, PRIVATE(this)->numbumpcoords-1)];
      }
    }
    int32_t idx;
    if (!PRIVATE(this)->vhash.get(v, idx)) {
      idx = PRIVATE(this)->vertexlist.getLength();
      PRIVATE(this)->vhash.put(v, idx);
      PRIVATE(this)->addVertex(v);
      lineindices[i] = idx;

      // update texture coordinates for unit 1-n
      for (int j = 1; j <= PRIVATE(this)->lastenabled; j++) {
        if (v.texcoordidx >= 0 &&
            (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::EXPLICIT)) {
          PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get4(j, v.texcoordidx));
        }
        else if (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::FUNCTION) {
          PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get(j, v.vertex, v.normal));
        }
        else {
          PRIVATE(this)->multitexcoords[j].append(v.texcoord0);
        }
      }
    }
    else {
      lineindices[i] = idx;
    }
  }
  if (PRIVATE(this)->lineindexer == NULL) {
    PRIVATE(this)->lineindexer = new SoVertexArrayIndexer;
  }
  PRIVATE(this)->lineindexer->addLine(lineindices[0], lineindices[1]);
}

void
SoPrimitiveVertexCache::addPoint(const SoPrimitiveVertex * v0)
{
  if (PRIVATE(this)->lastenabled >= 1 && PRIVATE(this)->multielem == NULL) {
    // fetch SoMultiTextureCoordinateElement the first time we get here
    PRIVATE(this)->multielem = SoMultiTextureCoordinateElement::getInstance(PRIVATE(this)->state);
  }
  SoPrimitiveVertexCacheP::Vertex v;
  v.vertex = v0->getPoint();
  v.normal = v0->getNormal();
  const SbVec4f & tmp = v0->getTextureCoords();
  v.bumpcoord = SbVec2f(tmp[0], tmp[1]);
  v.texcoord0 = tmp;
  v.texcoordidx = -1;

  int midx = v0->getMaterialIndex();
  uint32_t col;
  if (PRIVATE(this)->packedptr) {
    col = PRIVATE(this)->packedptr[SbClamp(midx, 0, PRIVATE(this)->numdiffuse-1)];
  }
  else {
    SbColor tmpc = PRIVATE(this)->diffuseptr[SbClamp(midx,0,PRIVATE(this)->numdiffuse-1)];
    float tmpt = PRIVATE(this)->transpptr[SbClamp(midx,0,PRIVATE(this)->numtransp-1)];
    col = tmpc.getPackedValue(tmpt);
  }
  if (col != PRIVATE(this)->firstcolor) PRIVATE(this)->colorpervertex = TRUE;

  v.rgba[0] = col>>24;
  v.rgba[1] = (col>>16)&0xff;
  v.rgba[2] = (col>>8)&0xff;
  v.rgba[3] = col&0xff;

  const SoDetail * d = coin_assert_cast<const SoDetail *>(v0->getDetail());

  if (d && d->isOfType(SoPointDetail::getClassTypeId())) {
    const SoPointDetail * pd = coin_assert_cast<const SoPointDetail *>(d);
    int tidx  = v.texcoordidx = pd->getTextureCoordIndex();
    if (PRIVATE(this)->numbumpcoords) {
      v.bumpcoord = PRIVATE(this)->bumpcoords[SbClamp(tidx, 0, PRIVATE(this)->numbumpcoords-1)];
    }
  }

  if (PRIVATE(this)->pointindexer == NULL) {
    PRIVATE(this)->pointindexer = new SoVertexArrayIndexer;
  }

  int32_t idx;
  if (!PRIVATE(this)->vhash.get(v, idx)) {
    idx = PRIVATE(this)->vertexlist.getLength();
    PRIVATE(this)->vhash.put(v, idx);
    PRIVATE(this)->addVertex(v);
    PRIVATE(this)->pointindexer->addPoint(idx);

    // update texture coordinates for unit 1-n
    for (int j = 1; j <= PRIVATE(this)->lastenabled; j++) {
      if (v.texcoordidx >= 0 &&
          (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::EXPLICIT)) {
        PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get4(j, v.texcoordidx));
      }
      else if (PRIVATE(this)->multielem->getType(j) == SoMultiTextureCoordinateElement::FUNCTION) {
        PRIVATE(this)->multitexcoords[j].append(PRIVATE(this)->multielem->get(j, v.vertex, v.normal));
      }
      else {
        PRIVATE(this)->multitexcoords[j].append(v.texcoord0);
      }
    }
  }
  else {
    PRIVATE(this)->pointindexer->addPoint(idx);
  }
}

int
SoPrimitiveVertexCache::getNumVertices(void) const
{
  return PRIVATE(this)->vertexlist.getLength();
}

const SbVec3f *
SoPrimitiveVertexCache::getVertexArray(void) const
{
  return PRIVATE(this)->vertexlist.getArrayPtr();
}

const SbVec3f *
SoPrimitiveVertexCache::getNormalArray(void) const
{
  return PRIVATE(this)->normallist.getArrayPtr();
}

const SbVec4f *
SoPrimitiveVertexCache::getTexCoordArray(void) const
{
  return PRIVATE(this)->texcoordlist.getArrayPtr();
}

const SbVec2f *
SoPrimitiveVertexCache::getBumpCoordArray(void) const
{
  return PRIVATE(this)->bumpcoordlist.getArrayPtr();
}

const uint8_t *
SoPrimitiveVertexCache::getColorArray(void) const
{
  return PRIVATE(this)->rgbalist.getArrayPtr();
}

int
SoPrimitiveVertexCache::getNumTriangleIndices(void) const
{
  return PRIVATE(this)->triangleindexer ? PRIVATE(this)->triangleindexer->getNumIndices() : 0;
}

const GLint *
SoPrimitiveVertexCache::getTriangleIndices(void) const
{
  assert(PRIVATE(this)->triangleindexer);
  return PRIVATE(this)->triangleindexer->getIndices();
}

int32_t
SoPrimitiveVertexCache::getTriangleIndex(const int idx) const
{
  assert(PRIVATE(this)->triangleindexer);
  return PRIVATE(this)->triangleindexer->getIndices()[idx];
}

SbBool
SoPrimitiveVertexCache::colorPerVertex(void) const
{
  return PRIVATE(this)->colorpervertex;
}

const SbVec4f *
SoPrimitiveVertexCache::getMultiTextureCoordinateArray(const int unit) const
{
  assert(unit <= PRIVATE(this)->lastenabled);
  return PRIVATE(this)->multitexcoords[unit].getArrayPtr();
}

int
SoPrimitiveVertexCache::getNumLineIndices(void) const
{
  return PRIVATE(this)->lineindexer ? PRIVATE(this)->lineindexer->getNumIndices() : 0;
}

int
SoPrimitiveVertexCache::getNumPointIndices(void) const
{
  return PRIVATE(this)->pointindexer ? PRIVATE(this)->pointindexer->getNumIndices() : 0;
}


const GLint *
SoPrimitiveVertexCache::getLineIndices(void) const
{
  assert(PRIVATE(this)->lineindexer);
  return PRIVATE(this)->lineindexer->getIndices();
}

const GLint *
SoPrimitiveVertexCache::getPointIndices(void) const
{
  assert(PRIVATE(this)->pointindexer);
  return PRIVATE(this)->pointindexer->getIndices();
}

void
SoPrimitiveVertexCache::fit(void)
{
  PRIVATE(this)->vertexlist.fit();
  PRIVATE(this)->normallist.fit();
  PRIVATE(this)->texcoordlist.fit();
  PRIVATE(this)->bumpcoordlist.fit();
  PRIVATE(this)->rgbalist.fit();
  PRIVATE(this)->vhash.clear();

  if (PRIVATE(this)->triangleindexer) PRIVATE(this)->triangleindexer->close();
  if (PRIVATE(this)->lineindexer) PRIVATE(this)->lineindexer->close();
  if (PRIVATE(this)->pointindexer) PRIVATE(this)->pointindexer->close();
}

void
SoPrimitiveVertexCache::depthSortTriangles(SoState * state)
{
  int numv = PRIVATE(this)->vertexlist.getLength();
  int numtri = this->getNumTriangleIndices() / 3;
  if (numv == 0 || numtri == 0) return;

  SbPlane sortplane = SoViewVolumeElement::get(state).getPlane(0.0);
  // move plane into object space
  sortplane.transform(SoModelMatrixElement::get(state).inverse());

  if (PRIVATE(this)->deptharray == NULL ||
      (sortplane != PRIVATE(this)->prevsortplane)) {
    if (!PRIVATE(this)->deptharray) {
      PRIVATE(this)->deptharray = new float[numtri];
    }
    PRIVATE(this)->prevsortplane = sortplane;
    float * darray = PRIVATE(this)->deptharray;
    const SbVec3f * vptr = PRIVATE(this)->vertexlist.getArrayPtr();
    GLint * iptr = PRIVATE(this)->triangleindexer->getWriteableIndices();
    int i,j;
    for (i = 0; i < numtri; i++) {
      float acc = 0.0;
      for (j = 0; j < 3; j++) {
        acc += sortplane.getDistance(vptr[iptr[i*3+j]]);
      }
      darray[i] = acc / 3.0f;
    }
    int distance;
    float dtmp;
    int itmp[3];

    // shell sort algorithm (O(nlog(n))
    for (distance = 1; distance <= numtri/9; distance = 3*distance + 1) ;
    for (; distance > 0; distance /= 3) {
      for (i = distance; i < numtri; i++) {
        dtmp = darray[i];
        itmp[0] = iptr[i*3];
        itmp[1] = iptr[i*3+1];
        itmp[2] = iptr[i*3+2];
        j = i;
        while (j >= distance && darray[j-distance] > dtmp) {
          darray[j] = darray[j-distance];
          iptr[j*3] = iptr[(j-distance)*3];
          iptr[j*3+1] = iptr[(j-distance)*3+1];
          iptr[j*3+2] = iptr[(j-distance)*3+2];
          j -= distance;
        }
        darray[j] = dtmp;
        iptr[j*3] = itmp[0];
        iptr[j*3+1] = itmp[1];
        iptr[j*3+2] = itmp[2];
      }
    }
  }
}

SoPrimitiveVertexCacheP::Vertex::operator unsigned long(void) const
{
  unsigned long key = 0;
  // create an xor key based on coordinates, normal and texcoords
  const unsigned char * ptr = reinterpret_cast<const unsigned char *>(this);

  // a bit hackish. Stop xor'ing at bumpcoord
  const unsigned char * stop = reinterpret_cast<const unsigned char *>(&this->bumpcoord);
  const ptrdiff_t size = stop-ptr;

  for (int i = 0; i < size; i++) {
    int shift = (i%4) * 8;
    key ^= (ptr[i]<<shift);
  }
  return key;
}

int
SoPrimitiveVertexCacheP::Vertex::operator==(const Vertex & v)
{
  return
    (this->vertex == v.vertex) &&
    (this->normal == v.normal) &&
    (this->texcoord0 == v.texcoord0) &&
    (this->bumpcoord == v.bumpcoord) &&
    (this->texcoordidx == v.texcoordidx) &&
    (this->rgba[0] == v.rgba[0]) &&
    (this->rgba[1] == v.rgba[1]) &&
    (this->rgba[2] == v.rgba[2]) &&
    (this->rgba[3] == v.rgba[3]);
}

void
SoPrimitiveVertexCacheP::addVertex(const Vertex & v)
{
  this->vertexlist.append(v.vertex);
  this->normallist.append(v.normal);
  this->texcoordlist.append(v.texcoord0);
  this->bumpcoordlist.append(v.bumpcoord);
  for (int c = 0; c < 4; c++) {
    this->rgbalist.append(v.rgba[c]);
  }
}

void
SoPrimitiveVertexCacheP::enableArrays(const cc_glglue * glue,
                                      const SbBool color, const SbBool normal,
                                      const SbBool texture, const SbBool * enabled,
                                      const int lastenabled)
{
  int i;
  if (color) {
    cc_glglue_glColorPointer(glue, 4, GL_UNSIGNED_BYTE, 0,
                             reinterpret_cast<const GLvoid *>(this->rgbalist.getArrayPtr()));
    cc_glglue_glEnableClientState(glue, GL_COLOR_ARRAY);
  }

  if (texture) {
    cc_glglue_glTexCoordPointer(glue, 4, GL_FLOAT, 0,
                                reinterpret_cast<const GLvoid *>(this->texcoordlist.getArrayPtr()));
    cc_glglue_glEnableClientState(glue, GL_TEXTURE_COORD_ARRAY);

    for (i = 1; i <= lastenabled; i++) {
      if (enabled[i]) {
        cc_glglue_glClientActiveTexture(glue, GL_TEXTURE0 + i);
        cc_glglue_glTexCoordPointer(glue, 4, GL_FLOAT, 0,
                                    reinterpret_cast<const GLvoid *>(this->multitexcoords[i].getArrayPtr()));
        cc_glglue_glEnableClientState(glue, GL_TEXTURE_COORD_ARRAY);
      }
    }
  }
  if (normal) {
    cc_glglue_glNormalPointer(glue, GL_FLOAT, 0,
                              reinterpret_cast<const GLvoid *>(this->normallist.getArrayPtr()));
    cc_glglue_glEnableClientState(glue, GL_NORMAL_ARRAY);
  }

  cc_glglue_glVertexPointer(glue, 3, GL_FLOAT, 0,
                            reinterpret_cast<const GLvoid *>(this->vertexlist.getArrayPtr()));
  cc_glglue_glEnableClientState(glue, GL_VERTEX_ARRAY);
}


void
SoPrimitiveVertexCacheP::disableArrays(const cc_glglue * glue,
                                       const SbBool color, const SbBool normal,
                                       const SbBool texture, const SbBool * enabled,
                                       const int lastenabled)
{
  int i;
  if (normal) {
    cc_glglue_glDisableClientState(glue, GL_NORMAL_ARRAY);
  }
  if (texture) {
    for (i = 1; i <= lastenabled; i++) {
      if (enabled[i]) {
        cc_glglue_glClientActiveTexture(glue, GL_TEXTURE0 + i);
        cc_glglue_glDisableClientState(glue, GL_TEXTURE_COORD_ARRAY);
      }
    }
    if (lastenabled >= 1) {
      // reset to default
      cc_glglue_glClientActiveTexture(glue, GL_TEXTURE0);
    }
    cc_glglue_glDisableClientState(glue, GL_TEXTURE_COORD_ARRAY);
  }
  if (color) {
    cc_glglue_glDisableClientState(glue, GL_COLOR_ARRAY);
  }
  cc_glglue_glDisableClientState(glue, GL_VERTEX_ARRAY);
}

void
SoPrimitiveVertexCacheP::enableVBOs(const cc_glglue * glue,
                                    uint32_t contextid,
                                    const SbBool color, const SbBool normal,
                                    const SbBool texture, const SbBool * enabled,
                                    const int lastenabled)
{
  int i;
  if (color) {
    if (this->rgbavbo == NULL) {
      this->rgbavbo = new SoVBO;
      this->rgbavbo->setBufferData(this->rgbalist.getArrayPtr(),
                                   this->rgbalist.getLength() * sizeof(uint8_t));
    }
    this->rgbavbo->bindBuffer(contextid);
    cc_glglue_glColorPointer(glue, 4, GL_UNSIGNED_BYTE, 0, NULL);
    cc_glglue_glEnableClientState(glue, GL_COLOR_ARRAY);
  }
  if (texture) {
    if (this->texcoord0vbo == NULL) {
      this->texcoord0vbo = new SoVBO;
      this->texcoord0vbo->setBufferData(this->texcoordlist.getArrayPtr(),
                                        this->texcoordlist.getLength()*4*sizeof(float));
    }
    this->texcoord0vbo->bindBuffer(contextid);
    cc_glglue_glTexCoordPointer(glue, 4, GL_FLOAT, 0, NULL);
    cc_glglue_glEnableClientState(glue, GL_TEXTURE_COORD_ARRAY);

    for (i = 1; i <= lastenabled; i++) {
      while (this->multitexvbo.getLength() <= i) {
        this->multitexvbo.append(NULL);
      }
      if (enabled[i]) {
        if (this->multitexvbo[i] == NULL) {
          SoVBO * vbo = new SoVBO;
          vbo->setBufferData(this->multitexcoords[i].getArrayPtr(),
                             this->multitexcoords[i].getLength()*4*sizeof(float));
          this->multitexvbo[i] = vbo;
        }
        this->multitexvbo[i]->bindBuffer(contextid);
        cc_glglue_glClientActiveTexture(glue, GL_TEXTURE0 + i);
        cc_glglue_glTexCoordPointer(glue, 4, GL_FLOAT, 0, NULL);
        cc_glglue_glEnableClientState(glue, GL_TEXTURE_COORD_ARRAY);
      }
    }
  }
  if (normal) {
    if (this->normalvbo == NULL) {
      this->normalvbo = new SoVBO;
      this->normalvbo->setBufferData(this->normallist.getArrayPtr(),
                                     this->normallist.getLength()*3*sizeof(float));
    }
    this->normalvbo->bindBuffer(contextid);
    cc_glglue_glNormalPointer(glue, GL_FLOAT, 0, NULL);
    cc_glglue_glEnableClientState(glue, GL_NORMAL_ARRAY);
  }

  if (this->vertexvbo == NULL) {
    this->vertexvbo = new SoVBO;
    this->vertexvbo->setBufferData(this->vertexlist.getArrayPtr(),
                                   this->vertexlist.getLength()*3*sizeof(float));
  }
  this->vertexvbo->bindBuffer(contextid);
  cc_glglue_glVertexPointer(glue, 3, GL_FLOAT, 0, NULL);
  cc_glglue_glEnableClientState(glue, GL_VERTEX_ARRAY);
}

void
SoPrimitiveVertexCacheP::disableVBOs(const cc_glglue * glue,
                                     const SbBool color, const SbBool normal,
                                     const SbBool texture, const SbBool * enabled,
                                     const int lastenabled)
{
  this->disableArrays(glue, color, normal, texture, enabled, lastenabled);
  cc_glglue_glBindBuffer(glue, GL_ARRAY_BUFFER, 0); // Reset VBO binding
}

void
SoPrimitiveVertexCacheP::renderImmediate(const cc_glglue * glue,
                                         const GLint * indices,
                                         const int numindices,
                                         const SbBool color, const SbBool normal,
                                         const SbBool texture, const SbBool * enabled,
                                         const int lastenabled)
{
  const unsigned char * colorptr = NULL;
  const SbVec3f * normalptr = NULL;
  const SbVec3f * vertexptr = NULL;
  const SbVec4f * texcoordptr = NULL;

  if (color) {
    colorptr = this->rgbalist.getArrayPtr();
  }
  if (normal) {
    normalptr = this->normallist.getArrayPtr();
  }
  if (texture) {
    texcoordptr = this->texcoordlist.getArrayPtr();
  }
  vertexptr = this->vertexlist.getArrayPtr();

  for (int i = 0; i < numindices; i++) {
    const int idx = indices[i];
    if (normal) {
      glNormal3fv(reinterpret_cast<const GLfloat *>(&normalptr[idx]));
    }
    if (color) {
      glColor3ubv(reinterpret_cast<const GLubyte *>(&colorptr[idx*4]));
    }
    if (texture) {
      glTexCoord4fv(reinterpret_cast<const GLfloat *>(&texcoordptr[idx]));

      for (int j = 1; j <= lastenabled; j++) {
        if (enabled[j]) {
          const SbVec4f * mt = this->multitexcoords[j].getArrayPtr();
          cc_glglue_glMultiTexCoord4fv(glue,
                                       GL_TEXTURE0 + j,
                                       reinterpret_cast<const GLfloat *>(&mt[idx]));
        }
      }
      }
    glVertex3fv(reinterpret_cast<const GLfloat *>(&vertexptr[idx]));
  }
}

#undef PRIVATE