internal void bufferData(uint p, __ArrayBufferView v, uint p_2) { #region f32 var f32 = v as __Float32Array; if (f32 != null) { if (CurrentBuffer.value == 0) { CurrentBuffer.value = f32.InternalFloatArray.Length * 4; bindBuffer(p, CurrentBuffer); } opengl.glBufferData((int)p, CurrentBuffer.value, f32.InternalFloatBuffer, (int)p_2); } #endregion #region u16 var u16 = v as __Uint16Array; if (u16 != null) { if (CurrentBuffer.value == 0) { CurrentBuffer.value = u16.InternalFloatArray.Length * 2; bindBuffer(p, CurrentBuffer); } opengl.glBufferData((int)p, CurrentBuffer.value, u16.InternalBuffer, (int)p_2); } #endregion }