GL11 gl = Gdx.gl11;
gl.glBindBuffer(GL11.GL_ARRAY_BUFFER, bufferHandle);
if (isDirty) {
byteBuffer.limit(buffer.limit() * 4);
gl.glBufferData(GL11.GL_ARRAY_BUFFER, byteBuffer.limit(), byteBuffer, usage);
isDirty = false;
}
int textureUnit = 0;
int numAttributes = attributes.size();