public BaseSpriteBatch()
 {
     m_vertexBuffer          = new VertexBufferPCT(BufferUsageHint.DynamicDraw);
     m_vertices              = new VertexPCT[100 * 4];
     m_verticesCount         = 0;
     m_previousVerticesCount = 0;
     m_active             = false;
     m_drawQueue          = new BatchItem[20];
     m_queueCount         = 0;
     m_activeItem         = new BatchItem();
     m_activeItem.Texture = null;
     m_activeItem.Count   = 0;
 }
        protected virtual void Dispose(bool disposing)
        {
            if (!m_disposed)
            {
                if (disposing)
                {
                    m_vertexBuffer.Dispose();
                    m_vertexBuffer = null;
                }

                m_disposed = true;
            }
        }