// =========================================================== // Methods // =========================================================== public void SelectOnHardware(GL11 pGL11) { int hardwareBufferID = this.mHardwareBufferID; if (hardwareBufferID == -1) { return; } GLHelper.BindBuffer(pGL11, hardwareBufferID); // TODO Does this always need to be binded, or are just for buffers of the same 'type'(texture/vertex)? if (this.mHardwareBufferNeedsUpdate) { // Debug.d("BufferObject.updating: ID = " + this.mHardwareBufferID); this.mHardwareBufferNeedsUpdate = false; //synchronized(this) { lock (_methodLock) { GLHelper.BufferData(pGL11, this.mFloatBuffer.mByteBuffer, this.mDrawType); } } }