public void Reset()
{
Destroy();
queuedSubMeshes.Clear();
subMeshGeometryLookup.Clear();
HardwareBufferManager bm = HardwareBufferManager.Instance;
foreach ( OptimisedSubMeshGeometry smg in optimisedSubMeshGeometryList )
{
bm.DestroyVertexBufferBinding( smg.vertexData.vertexBufferBinding );
bm.DestroyVertexDeclaration( smg.vertexData.vertexDeclaration );
}
optimisedSubMeshGeometryList.Clear();
}