public void bind (ShaderProgram shader, int[] locations) {
final GL20 gl = Gdx.gl20;
gl.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufferHandle);
if (isDirty) {
gl.glBufferData(GL20.GL_ARRAY_BUFFER, buffer.limit(), buffer, usage);
isDirty = false;
}
final int numAttributes = attributes.size();
if (locations == null) {