use BufferObject.loadBufferData
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@@ -387,12 +387,6 @@ public class ExtrusionLayer extends Layer {
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if (mNumVertices == 0 || compiled)
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return;
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vboVertices = BufferObject.get(0);
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vboIndices = BufferObject.get(0);
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// upload indices
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//sbuf.clear();
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mNumIndices = 0;
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for (int i = 0; i < 4; i++) {
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for (VertexItem vi = mIndices[i]; vi != null; vi = vi.next) {
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@@ -403,10 +397,9 @@ public class ExtrusionLayer extends Layer {
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}
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sbuf.flip();
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vboIndices.size = mNumIndices * 2;
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, vboIndices.id);
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GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER,
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vboIndices.size, sbuf, GLES20.GL_DYNAMIC_DRAW);
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int size = mNumIndices*2;
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vboIndices = BufferObject.get(size);
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vboIndices.loadBufferData(sbuf,size, GLES20.GL_ELEMENT_ARRAY_BUFFER);
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// upload vertices
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sbuf.clear();
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@@ -414,10 +407,9 @@ public class ExtrusionLayer extends Layer {
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sbuf.put(vi.vertices, 0, vi.used);
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sbuf.flip();
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vboVertices.size = mNumVertices * 4 * 2;
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vboVertices.id);
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GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
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vboVertices.size, sbuf, GLES20.GL_DYNAMIC_DRAW);
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size = mNumVertices * 4 * 2;
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vboVertices = BufferObject.get(size);
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vboVertices.loadBufferData(sbuf, size, GLES20.GL_ARRAY_BUFFER);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
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