public GLHardwareVertexBuffer( HardwareBufferManagerBase manager, VertexDeclaration vertexDeclaration, int numVertices, BufferUsage usage, bool useShadowBuffer )
: base( manager, vertexDeclaration, numVertices, usage, false, useShadowBuffer )
{
bufferID = 0;
Gl.glGenBuffersARB( 1, out bufferID );
if ( bufferID == 0 )
{
throw new Exception( "Cannot create GL vertex buffer" );
}
Gl.glBindBufferARB( Gl.GL_ARRAY_BUFFER_ARB, bufferID );
// initialize this buffer. we dont have data yet tho
Gl.glBufferDataARB( Gl.GL_ARRAY_BUFFER_ARB, new IntPtr( sizeInBytes ), IntPtr.Zero, GLHelper.ConvertEnum( usage ) ); // TAO 2.0
//Gl.glBufferDataARB( Gl.GL_ARRAY_BUFFER_ARB, sizeInBytes, IntPtr.Zero, GLHelper.ConvertEnum( usage ) );
}