def _FlushNormal(): global _acumVertexCount, _acumDrawsCount if not _quadsCount: return _basicVao.Bind() _basicShader.Use() textures = _textures[:_lastTexture] GL.glBindTextures(0, len(textures), np.asarray(textures, dtype=_NP_UINT)) GL.glBindTextures( 14, 2, np.asarray([_whiteTexture.ID, _vertexDataTbo.TextureID], dtype=_NP_UINT)) _instanceDataVbo.TransferData(_lastInstancePos * _GL_FLOAT_SIZE) _vertexDataTbo.TransferData(_lastVertexPos * _GL_FLOAT_SIZE) GL.glDrawElementsInstanced(GL.GL_TRIANGLES, _quadsCount * INDICES_PER_QUAD, _ibo.Type, None, _quadsCount) renderStats.drawsCount += 1 renderStats.vertexCount += _quadsCount * VERTICES_PER_QUAD _ResetCounters()