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<content><![CDATA[// import java.nio.IntBuffer;
// import java.nio.FloatBuffer;
// import com.sun.opengl.util.BufferUtil;
// You might need to create four buffers to store vertext data, normal data, texture coordinate data, and indices in vertex arrays
IntBuffer bufferObjects = IntBuffer.allocate(${1:4});
gl.glGenBuffers($1, bufferObjects);
int vertexCount = ${2:3};
int numCoordinates = ${3:3};
// vertexCount * numCoordinates
FloatBuffer vertices = BufferUtil.newFloatBuffer(vertexCount * numCoordinates);
float[] v = {0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 1.0f};
// Bind the first buffer object ID for use with vertext array data
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferObjects.get(0));
gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexCount * numCoordinates * BufferUtil.SIZEOF_FLOAT, vertices, GL.GL_STATIC_DRAW);]]></content>