private void ClearBuffers()
{
m_vertices.Clear();
m_normals.Clear();
m_tangents.Clear();
m_bitangents.Clear();
for (int i = 0; i < m_colors.Length; i++)
{
List<Color4D> colors = m_colors[i];
if (colors == null)
m_colors[i] = new List<Color4D>();
else
colors.Clear();
}
for (int i = 0; i < m_texCoords.Length; i++)
{
List<Vector3D> texCoords = m_texCoords[i];
if (texCoords == null)
m_texCoords[i] = new List<Vector3D>();
else
texCoords.Clear();
}
for (int i = 0; i < m_texComponentCount.Length; i++)
{
m_texComponentCount[i] = 0;
}
m_bones.Clear();
m_faces.Clear();
m_meshAttachments.Clear();
}