␉␉␉if (sortMode == SpriteSortMode.Immediate)␊ |
␉␉␉{␊ |
␉␉␉␉// FIXME: Make sorting less dump, then remove this -flibit␊ |
␉␉␉␉vertexInfo[0] = spriteData[0].vertices[0];␊ |
␉␉␉␉vertexInfo[1] = spriteData[0].vertices[1];␊ |
␉␉␉␉vertexInfo[2] = spriteData[0].vertices[2];␊ |
␉␉␉␉vertexInfo[3] = spriteData[0].vertices[3];␊ |
␉␉␉␉Array.Copy(spriteData[0].vertices, vertexInfo, 4);␊ |
␉␉␉␉vertexBuffer.SetData(vertexInfo, 0, 4, SetDataOptions.None);␊ |
␉␉␉␉DrawPrimitives(texture, 0, 1);␊ |
␉␉␉}␊ |
|
␉␉␉}␊ |
␉␉}␊ |
␊ |
␉␉private void PushVertices()␊ |
␉␉{␊ |
␉␉␉// FIXME: Make sorting less dump, then remove this -flibit␊ |
␉␉␉for (int i = 0, curVertex = 0; i < numSprites; i += 1, curVertex += 4)␊ |
␉␉␉{␊ |
␉␉␉␉vertexInfo[curVertex] = spriteData[i].vertices[0];␊ |
␉␉␉␉vertexInfo[curVertex + 1] = spriteData[i].vertices[1];␊ |
␉␉␉␉vertexInfo[curVertex + 2] = spriteData[i].vertices[2];␊ |
␉␉␉␉vertexInfo[curVertex + 3] = spriteData[i].vertices[3];␊ |
␉␉␉}␊ |
␉␉␉vertexBuffer.SetData(vertexInfo, 0, numSprites * 4, SetDataOptions.None);␊ |
␉␉}␊ |
␊ |
␉␉private void FlushBatch()␊ |
␉␉{␊ |
␉␉␉int offset = 0;␊ |
|
␉␉␉␉);␊ |
␉␉␉}␊ |
␊ |
␉␉␉PushVertices();␊ |
␉␉␉// FIXME: Make sorting less dump, then remove this -flibit␊ |
␉␉␉for (int i = 0; i < numSprites; i += 1)␊ |
␉␉␉{␊ |
␉␉␉␉Array.Copy(spriteData[i].vertices, 0, vertexInfo, i * 4, 4);␊ |
␉␉␉}␊ |
␉␉␉vertexBuffer.SetData(vertexInfo, 0, numSprites * 4, SetDataOptions.None);␊ |
␊ |
␉␉␉curTexture = spriteData[0].texture;␊ |
␉␉␉for (int i = 0; i < numSprites; i += 1)␊ |