private void AddVertices(Vertex[] vertices, int[] indices, boolean calcNormals)
	{
		if(calcNormals)
		{
			CalcNormals(vertices, indices);
		}

		m_resource = new MeshResource(indices.length);
		
		glBindBuffer(GL_ARRAY_BUFFER, m_resource.GetVbo());
		glBufferData(GL_ARRAY_BUFFER, Util.CreateFlippedBuffer(vertices), GL_STATIC_DRAW);
		
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_resource.GetIbo());
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, Util.CreateFlippedBuffer(indices), GL_STATIC_DRAW);
	}