GL11.glBegin(GL11.GL_TRIANGLES);
for (Face face : m.faces) {
Vector3f n1 = m.normals.get((int) face.normal.x - 1);
GL11.glNormal3f(n1.x + mapPosX, n1.y + mapPosY, n1.z + mapPosZ);
Vector3f v1 = m.vertices.get((int) face.vertex.x - 1);
GL11.glVertex3f(v1.x + mapPosX, v1.y + mapPosY, v1.z + mapPosZ);
Vector3f n2 = m.normals.get((int) face.normal.y - 1);
GL11.glNormal3f(n2.x + mapPosX, n2.y + mapPosY, n2.z + mapPosZ);
Vector3f v2 = m.vertices.get((int) face.vertex.y - 1);
GL11.glVertex3f(v2.x + mapPosX, v2.y + mapPosY, v2.z + mapPosZ);