globalvar MATRIX_IDENTITY; MATRIX_IDENTITY = matrix_build_identity(); #region format vertex_format_begin(); vertex_format_add_position(); vertex_format_add_color(); global.format_pc = vertex_format_end(); #endregion function vertex_add_pt(vertex, position, texture) { vertex_position_3d(vertex, position[0], position[1], position[2]); vertex_texcoord(vertex, texture[0], texture[1]); }