public void Draw (GraphicsDevice device) {
if (items.Count == 0) return;
int itemCount = items.Count;
int vertexCount = 0, triangleCount = 0;
for (int i = 0; i < itemCount; i++) {
MeshItem item = items[i];
vertexCount += item.vertexCount;
triangleCount += item.triangleCount;
}
EnsureCapacity(vertexCount, triangleCount);
vertexCount = 0;
triangleCount = 0;
Texture2D lastTexture = null;
for (int i = 0; i < itemCount; i++) {
MeshItem item = items[i];
int itemVertexCount = item.vertexCount;
if (item.texture != lastTexture || vertexCount + itemVertexCount > short.MaxValue) {
FlushVertexArray(device, vertexCount, triangleCount);
vertexCount = 0;
triangleCount = 0;
lastTexture = item.texture;
device.Textures[0] = lastTexture;
}
int[] itemTriangles = item.triangles;
int itemTriangleCount = item.triangleCount;
for (int ii = 0, t = triangleCount; ii < itemTriangleCount; ii++, t++)
triangles[t] = (short)(itemTriangles[ii] + vertexCount);
triangleCount += itemTriangleCount;
Array.Copy(item.vertices, 0, vertexArray, vertexCount, itemVertexCount);
vertexCount += itemVertexCount;
item.texture = null;
freeItems.Enqueue(item);
}
FlushVertexArray(device, vertexCount, triangleCount);
items.Clear();
}