public _2DSpriteGroup(bool nonIntersect)
{
if (nonIntersect) SprRectangles = new IntersectRectTree();
Sprites = new Dictionary<_2DBatchRenderMode, List<_2DSprite>>();
Sprites.Add(_2DBatchRenderMode.NO_DEPTH, new List<_2DSprite>());
Sprites.Add(_2DBatchRenderMode.RESTORE_DEPTH, new List<_2DSprite>());
Sprites.Add(_2DBatchRenderMode.WALL, new List<_2DSprite>());
Sprites.Add(_2DBatchRenderMode.Z_BUFFER, new List<_2DSprite>());
}