\r
if (isBound) {\r
if (Gdx.gl11 != null) {\r
- GL11 gl = Gdx.gl11;\r
- gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
- .limit(), null, usage);\r
+ GL11 gl = Gdx.gl11; \r
gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
.limit(), byteBuffer, usage);\r
} else if (Gdx.gl11 != null) {\r
- GL20 gl = Gdx.gl20;\r
- gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
- .limit(), null, usage);\r
+ GL20 gl = Gdx.gl20; \r
gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
.limit(), byteBuffer, usage);\r
}\r
if (Gdx.gl11 != null) {\r
GL11 gl = Gdx.gl11;\r
gl.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, bufferHandle);\r
- if (isDirty) {\r
- gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
- .limit(), null, usage);\r
+ if (isDirty) { \r
gl.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
.limit(), byteBuffer, usage);\r
isDirty = false;\r
} else {\r
GL20 gl = Gdx.gl20;\r
gl.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufferHandle);\r
- if (isDirty) {\r
- gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
- .limit(), null, usage);\r
+ if (isDirty) { \r
gl.glBufferData(GL20.GL_ELEMENT_ARRAY_BUFFER, byteBuffer\r
.limit(), byteBuffer, usage);\r
isDirty = false;\r
\r
if (isBound) {\r
if (Gdx.gl20 != null) {\r
- GL20 gl = Gdx.gl20;\r
- gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), null,\r
- usage);\r
+ GL20 gl = Gdx.gl20; \r
gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(),\r
byteBuffer, usage);\r
} else {\r
- GL11 gl = Gdx.gl11;\r
- gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(), null,\r
- usage);\r
+ GL11 gl = Gdx.gl11; \r
gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(),\r
byteBuffer, usage);\r
}\r
\r
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, bufferHandle);\r
if (isDirty) {\r
- gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(), null,\r
- usage);\r
gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(),\r
byteBuffer, usage);\r
isDirty = false;\r
GL20 gl = Gdx.gl20;\r
\r
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);\r
- if (isDirty) {\r
- gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(), null,\r
- usage);\r
+ if (isDirty) { \r
gl.glBufferData(GL20.GL_ARRAY_BUFFER, byteBuffer.limit(),\r
byteBuffer, usage);\r
isDirty = false;\r