}\r
}\r
\r
-\r
if (fb == null) {\r
// unbind any fbos\r
if (context.boundFBO != 0) {\r
assert fb.getId() >= 0;\r
assert context.boundFBO == fb.getId();\r
lastFb = fb;\r
- }\r
-\r
- try {\r
- checkFrameBufferError();\r
- } catch (IllegalStateException ex) {\r
- logger.log(Level.SEVERE, "Problem FBO:\n{0}", fb);\r
- throw ex;\r
+ \r
+ try {\r
+ checkFrameBufferError();\r
+ } catch (IllegalStateException ex) {\r
+ logger.log(Level.SEVERE, "Problem FBO:\n{0}", fb);\r
+ throw ex;\r
+ }\r
}\r
}\r
\r
vb.setId(bufId);\r
objManager.registerForCleanup(vb);\r
\r
+ //statistics.onNewVertexBuffer();\r
+ \r
created = true;\r
}\r
\r
if (context.boundElementArrayVBO != bufId) {\r
glBindBuffer(target, bufId);\r
context.boundElementArrayVBO = bufId;\r
+ //statistics.onVertexBufferUse(vb, true);\r
+ }else{\r
+ //statistics.onVertexBufferUse(vb, false);\r
}\r
} else {\r
target = GL_ARRAY_BUFFER;\r
if (context.boundArrayVBO != bufId) {\r
glBindBuffer(target, bufId);\r
context.boundArrayVBO = bufId;\r
+ //statistics.onVertexBufferUse(vb, true);\r
+ }else{\r
+ //statistics.onVertexBufferUse(vb, false);\r
}\r
}\r
\r
intBuf1.position(0).limit(1);\r
glDeleteBuffers(intBuf1);\r
vb.resetObject();\r
+ \r
+ //statistics.onDeleteVertexBuffer();\r
}\r
}\r
\r
if (context.boundArrayVBO != bufId) {\r
glBindBuffer(GL_ARRAY_BUFFER, bufId);\r
context.boundArrayVBO = bufId;\r
+ //statistics.onVertexBufferUse(vb, true);\r
+ }else{\r
+ //statistics.onVertexBufferUse(vb, false);\r
}\r
\r
glVertexAttribPointer(loc,\r
if (context.boundElementArrayVBO != bufId) {\r
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufId);\r
context.boundElementArrayVBO = bufId;\r
+ //statistics.onVertexBufferUse(indexBuf, true);\r
+ }else{\r
+ //statistics.onVertexBufferUse(indexBuf, true);\r
}\r
\r
int vertCount = mesh.getVertexCount();\r