private FlushVertexArray ( GraphicsDevice device, int vertexCount, int triangleCount ) : void | ||
device | GraphicsDevice | |
vertexCount | int | |
triangleCount | int | |
return | void |
private void FlushVertexArray (GraphicsDevice device, int vertexCount, int triangleCount) {
if (vertexCount == 0) return;
device.DrawUserIndexedPrimitives(
PrimitiveType.TriangleList,
vertexArray, 0, vertexCount,
triangles, 0, triangleCount / 3,
VertexPositionColorTexture.VertexDeclaration);
}
}