code: private void flushBuffer() {	
  		if (vertIndex == 0) {
  			return;
  		}
  		if (currentType == NONE) {
  			return;
  		}
  		
  		if (vertIndex < TOLERANCE) {
  			GL11.glBegin(currentType);
  			for (int i=0;i<vertIndex;i++) {
  				GL11.glColor4f(cols[(i*4)+0], cols[(i*4)+1], cols[(i*4)+2], cols[(i*4)+3]);
  				GL11.glTexCoord2f(texs[(i*2)+0], texs[(i*2)+1]);
  				GL11.glVertex3f(verts[(i*3)+0], verts[(i*3)+1], verts[(i*3)+2]);
  			}
  			GL11.glEnd();
  			currentType = NONE;
  			return;
  		}
  		vertices.clear();
  		colors.clear();
  		textures.clear();
  		
  		vertices.put(verts,0,vertIndex*3);
  		colors.put(cols,0,vertIndex*4);
  		textures.put(texs,0,vertIndex*2);
  		
  		vertices.flip(); 
  		colors.flip(); 
  		textures.flip(); 
  		
  		GL11.glVertexPointer(3,0,vertices);     
  		GL11.glColorPointer(4,0,colors);     
  		GL11.glTexCoordPointer(2,0,textures);     
  		
  		GL11.glDrawArrays(currentType, 0, vertIndex);
  		currentType = NONE;
  	}
docs: Flush the currently cached data down to the card