public Mesh Load( string name, string group, BufferUsage vertexBufferUsage, BufferUsage indexBufferUsage, bool vertexBufferShadowed, bool indexBufferShadowed, int priority )
{
Mesh mesh = null;
// if the resource isn't cached, create it
if ( !resources.ContainsKey( name ) )
{
mesh = (Mesh)Create( name, group );
mesh.SetVertexBufferPolicy( vertexBufferUsage, vertexBufferShadowed );
mesh.SetIndexBufferPolicy( indexBufferUsage, indexBufferShadowed );
}
else
{
// get the cached version
mesh = (Mesh)resources[ name ];
}
mesh.Load();
return mesh;
}