return vertices.getAttributes().vertexSize;\r
}\r
\r
- // /**\r
- // * Sets whether to bind the underlying {@link VertexArray} or\r
- // * {@link VertexBufferObject} automatically on a call to one of the {@link\r
- // #render(int)}\r
- // * methods or not.\r
- // * @param autoBind\r
- // */\r
- // public void setAutoBind( boolean autoBind ) {\r
- // this.autoBind = autoBind;\r
- // }\r
+ /**\r
+ * Sets whether to bind the underlying {@link VertexArray} or\r
+ * {@link VertexBufferObject} automatically on a call to one of the\r
+ * {@link #render(int)} methods or not. Usually you want to use autobind.\r
+ * Manual binding is an expert functionality. There is a driver bug\r
+ * on the MSM720xa chips that will fuck up memory if you manipulate the\r
+ * vertices and indices of a Mesh multiple times while it is bound. Keep \r
+ * this in mind.\r
+ * \r
+ * @param autoBind whether to autobind meshes.\r
+ */\r
+ public void setAutoBind(boolean autoBind) {\r
+ this.autoBind = autoBind;\r
+ }\r
\r
/**\r
* Binds the underlying {@link VertexArray}/{@link VertexBufferObject} and\r