void OpenGLRenderManager::doRender(IVertexBuffer* _buffer, ITexture* _texture, size_t _count)
	{
		OpenGLVertexBuffer* buffer = static_cast<OpenGLVertexBuffer*>(_buffer);
		unsigned int buffer_id = buffer->getBufferID();
		MYGUI_PLATFORM_ASSERT(buffer_id, "Vertex buffer is not created");

		unsigned int texture_id = 0;
		if (_texture)
		{
			OpenGLTexture* texture = static_cast<OpenGLTexture*>(_texture);
			texture_id = texture->getTextureID();
			//MYGUI_PLATFORM_ASSERT(texture_id, "Texture is not created");
		}

		glBindTexture(GL_TEXTURE_2D, texture_id);

		glBindBuffer(GL_ARRAY_BUFFER, buffer_id);

		// enable vertex arrays
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);

		// before draw, specify vertex and index arrays with their offsets
		size_t offset = 0;
		glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offset);
		offset += (sizeof(float) * 3);
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offset);
		offset += (4);
		glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offset);

		glDrawArrays(GL_TRIANGLES, 0, _count);

		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);

		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindTexture(GL_TEXTURE_2D, 0);
	}