for i in xrange(0, int(self._size / batchSize)):
glDrawArrays(render_type, i * batchSize, batchSize)
glDrawArrays(render_type, extraStartPos, extraCount)
- if self._buffer is None:
+ if self._buffer is not None:
glBindBuffer(GL_ARRAY_BUFFER, 0)
glDisableClientState(GL_VERTEX_ARRAY)