def METHOD_NAME(self):
    if self.solid_render_enabled:
        if self.colors.method == ColorSpecificationMethod.UNIFORM:
            glEnableClientState(GL_VERTEX_ARRAY)
            glColor4f(*self.colors.data)
            glVertexPointerf(self._vertex_array)
            for triangle_mesh in self._triangle_mesh_arrays:
                glDrawElementsui(GL_TRIANGLES, triangle_mesh)
            glDisableClientState(GL_VERTEX_ARRAY)
        elif self.colors.method == ColorSpecificationMethod.BY_COMPONENT:
            glEnableClientState(GL_VERTEX_ARRAY)
            glVertexPointerf(self._vertex_array)
            for triangle_mesh, color in zip(self._triangle_mesh_arrays, self.colors.data):
                glColor4f(*color)
                glDrawElementsui(GL_TRIANGLES, triangle_mesh)
            glDisableClientState(GL_VERTEX_ARRAY)
        elif self.colors.method == ColorSpecificationMethod.BY_VERTEX:
            glEnableClientState(GL_VERTEX_ARRAY)
            glEnableClientState(GL_COLOR_ARRAY)
            glVertexPointerf(self._vertex_array)
            glColorPointerf(self.colors.data)
            for triangle_mesh in self._triangle_mesh_arrays:
                glDrawElementsui(GL_TRIANGLES, triangle_mesh)
            glDisableClientState(GL_COLOR_ARRAY)
            glDisableClientState(GL_VERTEX_ARRAY)