private void _updateColors()
{
//assert(mpFont);
//assert(!mpMaterial.isNull());
// Convert to system-specific
int color;
color = Root.Instance.ConvertColor( _color );
HardwareVertexBuffer cbuf = renderOperation.vertexData.vertexBufferBinding.GetBuffer( COLOR_BINDING );
IntPtr ipPos = cbuf.Lock( BufferLocking.Discard );
unsafe
{
int* pPos = (int*)ipPos.ToPointer();
for ( int i = 0; i < renderOperation.vertexData.vertexCount; i++ )
pPos[ i ] = color;
}
cbuf.Unlock();
_updateColor = false;
}