+ }
+
+ //Draw call
+ if( mIndexBuffer && geometryGLType != GL_POINTS )
+ {
+ //Indexed draw call
+ mIndexBuffer->Bind( context, GpuBuffer::ELEMENT_ARRAY_BUFFER );
+ // numIndices truncated, no value loss happening in practice
+ context.DrawElements( geometryGLType, static_cast<GLsizei>( numIndices ), GL_UNSIGNED_SHORT, reinterpret_cast<void*>( firstIndexOffset ) );
+ }
+ else
+ {
+ //Unindex draw call
+ GLsizei numVertices(0u);
+ if( vertexBufferCount > 0 )