public void selectOnHardware(final GL11 pGL11) {
    final int hardwareBufferID = this.mHardwareBufferID;
    if (hardwareBufferID == -1) {
      return;
    }

    GLHelper.bindBuffer(
        pGL11,
        hardwareBufferID); // TODO Does this always need to be binded, or are just for buffers of
                           // the same 'type'(texture/vertex)?

    if (this.mHardwareBufferNeedsUpdate) {
      //			Debug.d("BufferObject.updating: ID = "  + this.mHardwareBufferID);
      this.mHardwareBufferNeedsUpdate = false;
      // BufferUtils.copy(mBufferData, mFloatBuffer, mFloatBuffer.capacity(), 0);
      pGL11.glBufferData(
          GL11.GL_ARRAY_BUFFER, mFloatBuffer.capacity() * 4, mFloatBuffer, mDrawType);
    }
  }