Trangle meshes cannot turn corners without modifying the order of the vertices in the strip. This class handles this case by building a mesh out of separate strips. If normals are not calculated and supplied for the entire mesh, shading discontinuities will be present along edges between strips.
int numstrips; int *numpts; float *coords; float *colors; float *normals; float *textures;
numstrips is the total number of triangle strips being defined. numpts is an array of the total number of vertices in each triangle mesh. coords is an array of XYZ triplets for each vertex. The topology of the triangle strip is implicit by the ordering of these veritices. The first three vertices define the first triangle. After that, each vertex defines another triangle with itself and the previous two vertices. Thus, the total number of
triangles is (*numpts - 2). If the colors argument is non-null, it points to an array of RGB triplets - one for each vertex. The triangle's vertices are then colored with this data and shaded dependent on the current properties. A null value ignores vertex colors and produces only the geometry.
draw! This message causes the geometry last passed into the object (via build!) to be rendered.