@@ -0,0 +1,1254 @@
+package com.nucleus.renderer;%0A%0A/**%0A * Renderer configuration, this is the runtime configuration parameters.%0A * %0A * @author Richard Sahlin%0A *%0A */%0Apublic class Configuration %7B%0A%0A    private final static Configuration configuration = new Configuration();%0A%0A    private boolean useVBO = true;%0A%0A    /**%0A     * Returns the instance of the Configuration, this will always be the same.%0A     * %0A     * @return The configuration%0A     */%0A    public static Configuration getInstance() %7B%0A        return configuration;%0A    %7D%0A%0A    /**%0A     * Sets the VBO configuration, if true then buffer objects are used instead of passing%0A     * Buffer to glVertexAttribPointer()%0A     * Note that passing Buffer instead of allocated buffer objects, using glGenBuffers(), is considered%0A     * to be the _old_way.%0A     * Future versions of GL will remove this and rely on using VBO (or similar) - this has already%0A     * been done in JOGL.%0A     * %0A     * @param useVBO True to use VBO%0A     */%0A    public void setUseVBO(boolean useVBO) %7B%0A        this.useVBO = useVBO;%0A    %7D%0A%0A    /**%0A     * Returns the state of the VBO flag, if true then VBO should be used.%0A     * %0A     * @return True to use VBO, false otherwise.%0A     */%0A    public boolean isUseVBO() %7B%0A        return useVBO;%0A    %7D%0A%0A%7D%0A

Add Configuration class to keep track of core config options, currently support for VBO true/false