public void RebindPositionBuffer( VertexData vertexData, bool force )
{
if ( force || this.currentVertexData != vertexData )
{
this.currentVertexData = vertexData;
this.positionBuffer =
this.currentVertexData.vertexBufferBinding.GetBuffer( this.originalPosBufferBinding );
this.renderOperation.vertexData.vertexBufferBinding.SetBinding( 0, this.positionBuffer );
if ( this.lightCap != null )
{
( (EntityShadowRenderable)this.lightCap ).RebindPositionBuffer( vertexData, force );
}
}
}