Inheritance: Axiom.Graphics.HardwareVertexBuffer
		public override HardwareVertexBuffer CreateVertexBuffer( VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer )
		{
			var vertexBuffer = new GLESHardwareVertexBuffer( this, vertexDeclaration, numVerts, usage, true );
			lock ( VertexBuffersMutex )
			{
				vertexBuffers.Add( vertexBuffer );
			}
			return vertexBuffer;
		}
        public override HardwareVertexBuffer CreateVertexBuffer(VertexDeclaration vertexDeclaration, int numVerts, BufferUsage usage, bool useShadowBuffer)
        {
            var vertexBuffer = new GLESHardwareVertexBuffer(this, vertexDeclaration, numVerts, usage, true);

            lock ( VertexBuffersMutex )
            {
                vertexBuffers.Add(vertexBuffer);
            }
            return(vertexBuffer);
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="vertexSize"></param>
        /// <param name="numVerts"></param>
        /// <param name="usage"></param>
        /// <param name="useShadowBuffer"></param>
        /// <returns></returns>
        public override HardwareVertexBuffer CreateVertexBuffer(VertexDeclaration declaration, int numVerts, BufferUsage usage, bool useShadowBuffer)
        {
            // always use shadowBuffer
            GLESHardwareVertexBuffer buf = new GLESHardwareVertexBuffer(this, declaration, numVerts, usage, true);

            lock ( _vertexBufferLock )
            {
                vertexBuffers.Add(buf);
            }
            return(buf);
        }
		/// <summary>
		/// 
		/// </summary>
		/// <param name="vertexSize"></param>
		/// <param name="numVerts"></param>
		/// <param name="usage"></param>
		/// <param name="useShadowBuffer"></param>
		/// <returns></returns>
		public override HardwareVertexBuffer CreateVertexBuffer( VertexDeclaration declaration, int numVerts, BufferUsage usage, bool useShadowBuffer )
		{
			// always use shadowBuffer
			GLESHardwareVertexBuffer buf = new GLESHardwareVertexBuffer( this, declaration, numVerts, usage, true );
			lock ( _vertexBufferLock )
			{
				vertexBuffers.Add( buf );
			}
			return buf;
		}