glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex );
glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
-#if defined( _DEBUG )
+#if 0
GLfloat modelview[16];
glGetFloatv( GL_MODELVIEW_MATRIX, modelview ); // I know this is slow as hell, but hey - we're in _DEBUG
Matrix4 modelview_inv(