@Override public void addVertex(double par1,double par3,double par5){
  if (rawBufferIndex >= rawBufferSize - 40) {
    if (rawBufferSize == 0) {
      rawBufferSize=0x10000;
      rawBuffer=new int[rawBufferSize];
    }
 else {
      rawBufferSize*=2;
      rawBuffer=Arrays.copyOf(rawBuffer,rawBufferSize);
    }
  }
  ++this.addedVertices;
  if (this.drawMode == 7 && convertQuadsToTriangles && this.addedVertices % 4 == 0) {
    for (int var7=0; var7 < 2; ++var7) {
      int var8=10 * (3 - var7);
      if (this.hasTexture) {
        this.rawBuffer[this.rawBufferIndex + 3]=this.rawBuffer[this.rawBufferIndex - var8 + 3];
        this.rawBuffer[this.rawBufferIndex + 4]=this.rawBuffer[this.rawBufferIndex - var8 + 4];
        this.rawBuffer[this.rawBufferIndex + 5]=this.rawBuffer[this.rawBufferIndex - var8 + 5];
        this.rawBuffer[this.rawBufferIndex + 6]=this.rawBuffer[this.rawBufferIndex - var8 + 6];
      }
      if (this.hasBrightness) {
        this.rawBuffer[this.rawBufferIndex + 9]=this.rawBuffer[this.rawBufferIndex - var8 + 9];
      }
      if (this.hasColor) {
        this.rawBuffer[this.rawBufferIndex + 7]=this.rawBuffer[this.rawBufferIndex - var8 + 7];
      }
      this.rawBuffer[this.rawBufferIndex]=this.rawBuffer[(this.rawBufferIndex - var8)];
      this.rawBuffer[this.rawBufferIndex + 1]=this.rawBuffer[this.rawBufferIndex - var8 + 1];
      this.rawBuffer[this.rawBufferIndex + 2]=this.rawBuffer[this.rawBufferIndex - var8 + 2];
      ++this.vertexCount;
      this.rawBufferIndex+=10;
    }
  }
  if (this.hasTexture) {
    this.rawBuffer[this.rawBufferIndex + 3]=Float.floatToRawIntBits((float)this.textureU);
    this.rawBuffer[this.rawBufferIndex + 4]=Float.floatToRawIntBits((float)this.textureV);
    this.rawBuffer[this.rawBufferIndex + 5]=Float.floatToRawIntBits(0.0F);
    this.rawBuffer[this.rawBufferIndex + 6]=Float.floatToRawIntBits((float)this.textureW);
  }
  if (this.hasBrightness) {
    this.rawBuffer[this.rawBufferIndex + 9]=this.brightness;
  }
  if (this.hasColor) {
    this.rawBuffer[this.rawBufferIndex + 7]=this.color;
  }
  if (this.hasNormals) {
    this.rawBuffer[this.rawBufferIndex + 8]=this.normal;
  }
  this.rawBuffer[this.rawBufferIndex]=Float.floatToRawIntBits((float)(par1 + this.xOffset));
  this.rawBuffer[this.rawBufferIndex + 1]=Float.floatToRawIntBits((float)(par3 + this.yOffset));
  this.rawBuffer[this.rawBufferIndex + 2]=Float.floatToRawIntBits((float)(par5 + this.zOffset));
  this.rawBufferIndex+=10;
  ++this.vertexCount;
}

@ Override public void addVertex ( double par1 , double par3 , double par5 ) { if ( rawBufferIndex >= rawBufferSize - 40 ) { if ( rawBufferSize == 0 ) { rawBufferSize = 0x10000 ; rawBuffer = new int [ rawBufferSize ] ; } else { rawBufferSize *= 2 ; rawBuffer = Arrays . copyOf ( rawBuffer , rawBufferSize ) ; } } ++ this . addedVertices ; if ( this . drawMode == 7 && convertQuadsToTriangles && this . addedVertices % 4 == 0 ) { for ( int var7 = 0 ; var7 < 2 ; ++ var7 ) { int var8 = 10 * ( 3 - var7 ) ; if ( this . hasTexture ) { this . rawBuffer [ this . rawBufferIndex + 3 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 3 ] ; this . rawBuffer [ this . rawBufferIndex + 4 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 4 ] ; this . rawBuffer [ this . rawBufferIndex + 5 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 5 ] ; this . rawBuffer [ this . rawBufferIndex + 6 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 6 ] ; } if ( this . hasBrightness ) { this . rawBuffer [ this . rawBufferIndex + 9 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 9 ] ; } if ( this . hasColor ) { this . rawBuffer [ this . rawBufferIndex + 7 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 7 ] ; } this . rawBuffer [ this . rawBufferIndex ] = this . rawBuffer [ ( this . rawBufferIndex - var8 ) ] ; this . rawBuffer [ this . rawBufferIndex + 1 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 1 ] ; this . rawBuffer [ this . rawBufferIndex + 2 ] = this . rawBuffer [ this . rawBufferIndex - var8 + 2 ] ; ++ this . vertexCount ; this . rawBufferIndex += 10 ; } } if ( this . hasTexture ) { this . rawBuffer [ this . rawBufferIndex + 3 ] = Float . floatToRawIntBits ( ( float ) this . textureU ) ; this . rawBuffer [ this . rawBufferIndex + 4 ] = Float . floatToRawIntBits ( ( float ) this . textureV ) ; this . rawBuffer [ this . rawBufferIndex + 5 ] = Float . floatToRawIntBits ( 0.0F ) ; this . rawBuffer [ this . rawBufferIndex + 6 ] = Float . floatToRawIntBits ( ( float ) this . textureW ) ; } if ( this . hasBrightness ) { this . rawBuffer [ this . rawBufferIndex + 9 ] = this . brightness ; } if ( this . hasColor ) { this . rawBuffer [ this . rawBufferIndex + 7 ] = this . color ; } if ( this . hasNormals ) { this . rawBuffer [ this . rawBufferIndex + 8 ] = this . normal ; } this . rawBuffer [ this . rawBufferIndex ] = Float . floatToRawIntBits ( ( float ) ( par1 + this . xOffset ) ) ; this . rawBuffer [ this . rawBufferIndex + 1 ] = Float . floatToRawIntBits ( ( float ) ( par3 + this . yOffset ) ) ; this . rawBuffer [ this . rawBufferIndex + 2 ] = Float . floatToRawIntBits ( ( float ) ( par5 + this . zOffset ) ) ; this . rawBufferIndex += 10 ; ++ this . vertexCount ; }
adds a vertex with the specified x , y , z to the current draw call . it will trigger a draw ( ) if the buffer gets full .
