public void acquireBufferForSharingNoEvent(CommandQueue queue) {
        //default implementation, overwrite for better performance
        acquireBufferForSharingAsync(queue).release();
    }
Acquires this buffer object for using. Only call this method if this buffer
represents a shared object from OpenGL, created with e.g.
{@link Context#bindVertexBuffer(com.jme3.scene.VertexBuffer, com.jme3.opencl.MemoryAccess) }.
This method must be called before the buffer is used. After the work is
done, the buffer must be released by calling
{@link #releaseBufferForSharingAsync(com.jme3.opencl.CommandQueue) }
so that OpenGL can use the VertexBuffer again.

The generated event object is directly released.
This brings a performance improvement when the resource is e.g. directly
used by a kernel afterwards on the same queue (this implicitly waits for
this action). If you need the event, use
{@link #acquireBufferForSharingAsync(com.jme3.opencl.CommandQueue) } instead.

@param queue the command queue
jme3-core/src/main/java/com/jme3/opencl/Buffer.java