You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: mod.rs
    path of file: ./repos/glium/examples/support
    
    the code of the file until where you have to start completion: #![allow(dead_code)]
use std::num::NonZeroU32;
use glium::Display;
use glutin::prelude::*;
use glutin::display::GetGlDisplay;
use glutin::surface::WindowSurface;
use raw_window_handle::HasRawWindowHandle;

pub mod camera;

/// Returns a ve
    
pub fn load_wavefront(display: &Display<WindowSurface>, data: &[u8]) -> glium::vertex::VertexBufferAny {
    #[derive(Copy, Clone)]
    struct Vertex {
        position: [f32; 3],
        normal: [f32; 3],
        texture: [f32; 2],
    }

    implement_vertex!(Vertex, position, normal, texture);

    let mut data = ::std::io::BufReader::new(data);
    let data = obj::ObjData::load_buf(&mut data).unwrap();

    let mut vertex_data = Vec::new();

    for object in data.objects.iter() {
        for polygon in object.groups.iter().flat_map(|g| g.polys.iter()) {
            match polygon {
                obj::SimplePolygon(indices) => {
                    for v in indices.iter() {
                        let position = data.position[v.0];
                        let texture = v.1.map(|index| data.texture[index]);
                        let normal = v.2.map(|index| data.normal[index]);

                        let texture = texture.unwrap_or([0.0, 0.0]);
                        let normal = normal.unwrap_or([0.0, 0.0, 0.0]);

                        vertex_data.push(Vertex {
                            position,
                            normal,
                            texture,
                        })
                    }
                },
            }
        }
    }

    glium::vertex::VertexBuffer::new(display, &vertex_data).unwrap().into()
}