| ␉␉␉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)␊ |