protected virtual void ReadGeometryColors( short bindIdx, BinaryReader reader, VertexData data )
{
// add an element for normals
data.vertexDeclaration.AddElement( bindIdx, 0, VertexElementType.Color, VertexElementSemantic.Diffuse );
HardwareVertexBuffer vBuffer = HardwareBufferManager.Instance.CreateVertexBuffer( data.vertexDeclaration.Clone( bindIdx ), data.vertexCount, mesh.VertexBufferUsage, mesh.UseVertexShadowBuffer );
// lock the buffer for editing
IntPtr colors = vBuffer.Lock( BufferLocking.Discard );
// stuff the floats into the normal buffer
ReadInts( reader, data.vertexCount, colors );
// unlock the buffer to commit
vBuffer.Unlock();
// bind this buffer
data.vertexBufferBinding.SetBinding( bindIdx, vBuffer );
}