public GLESHardwareVertexBuffer( HardwareBufferManager mgr, int vertexSize, int numVertices, BufferUsage usage, bool useShadowBuffer )
: base( numVertices, vertexSize, usage, false, useShadowBuffer )
{
if ( !useShadowBuffer )
{
throw new AxiomException( "Only supported with shadowBuffer" );
}
OpenGL.GenBuffers( 1, ref _bufferId );
GLESConfig.GlCheckError( this );
if ( _bufferId == 0 )
{
throw new AxiomException( "Cannot create GL vertex buffer" );
}
OpenGL.BindBuffer( All.ArrayBuffer, _bufferId );
GLESConfig.GlCheckError( this );
OpenGL.BufferData( All.ArrayBuffer, new IntPtr( sizeInBytes ), IntPtr.Zero, GLESHardwareBufferManager.GetGLUsage( usage ) );
GLESConfig.GlCheckError( this );
}