public override void Remove(ModelDisplayObject displayObject)
 {
     ModelDisplayObjectBatch batch = displayObject.BatchInformation.Batch;
     batch.Remove(displayObject, this);
     //If it's an empty batch, just throw it away.
     if (batch.DisplayObjects.Count == 0)
         batches.Remove(batch);
 }
Ejemplo n.º 2
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        public override void Remove(ModelDisplayObject displayObject)
        {
            ModelDisplayObjectBatch batch = displayObject.BatchInformation.Batch;

            batch.Remove(displayObject, this);
            //If it's an empty batch, just throw it away.
            if (batch.DisplayObjects.Count == 0)
            {
                batches.Remove(batch);
            }
        }
        /// <summary>
        /// Attempts to add an object to the ModelDrawer.
        /// </summary>
        /// <param name="objectToDisplay">Object to be added to the model drawer.</param>
        /// <returns>ModelDisplayObject created for the object.  Null if it couldn't be added.</returns>
        public ModelDisplayObject Add(object objectToDisplay)
        {
            ModelDisplayObject displayObject = GetDisplayObject(objectToDisplay);

            if (displayObject != null)
            {
                Add(displayObject);
                displayObjects.Add(objectToDisplay, displayObject);
                return(displayObject);
            }
            return(null); //Couldn't add it.
        }
Ejemplo n.º 4
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        /// <summary>
        /// Removes a display object from the batch.
        /// </summary>
        /// <param name="displayObject">Display object to remove.</param>
        /// <param name="drawer">Instanced model drawer doing the removal.</param>
        public unsafe void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //Copy the end of the list over the top of the  part back (after the display object)
            var vertexCopySource = displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount;
            var vertexCopyTarget = displayObject.BatchInformation.BaseVertexBufferIndex;
            var vertexCopyLength = vertexCount - vertexCopySource;

            Array.Copy(vertices, vertexCopySource, vertices, vertexCopyTarget, vertexCopyLength);
            Array.Copy(instancedVertices, vertexCopySource, instancedVertices, vertexCopyTarget, vertexCopyLength);
            vertexCount -= displayObject.BatchInformation.VertexCount;

            //Copy the first part back (before the display object)
            var indexCopySource = displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount;
            var indexCopyTarget = displayObject.BatchInformation.BaseIndexBufferIndex;
            var indexCopyLength = indexCount - indexCopySource;

            Array.Copy(indices, indexCopySource, indices, indexCopyTarget, indexCopyLength);
            indexCount -= displayObject.BatchInformation.IndexCount;

            //The index buffer's data is now wrong. We deleted a bunch of vertices.
            //So go through the index buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indexCount; i++)
            {
                indices[i] -= (ushort)displayObject.BatchInformation.VertexCount;
            }

            //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the instance index values.
            for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < vertexCount; i++)
            {
                instancedVertices[i].InstanceIndex--;
            }

            displayObjects.Remove(displayObject);
            //Move the subsequent display objects list indices and base vertices/indices.
            for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++)
            {
                DisplayObjects[i].BatchInformation.BatchListIndex--;
                DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount;
                DisplayObjects[i].BatchInformation.BaseIndexBufferIndex  -= displayObject.BatchInformation.IndexCount;
            }
            // Tell ModelDisplayObject that it got removed (batch, indices).
            var batchListIndex = displayObject.BatchInformation.BatchListIndex;

            displayObject.ClearBatchReferences();

            if (displayObjects.Count > 0 && batchListIndex < displayObjects.Count)
            {
                vertexBuffer.SetData(sizeof(VertexPositionNormalTexture) * vertexCopyTarget, vertices, vertexCopyTarget, vertexCopyLength, sizeof(VertexPositionNormalTexture));
                instancedBuffer.SetData(sizeof(InstancedVertex) * vertexCopyTarget, instancedVertices, vertexCopyTarget, vertexCopyLength, sizeof(InstancedVertex));
                indexBuffer.SetData(sizeof(ushort) * indexCopyTarget, indices, indexCopyTarget, indexCopyLength);
            }
        }
        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for dupliate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
            {
                return(false);
            }
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex  = displayObject.TextureIndex;

            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex);
            //Add the data to the batch.
            var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count];

            vertices.CopyTo(newVertices, 0);
            vertexList.CopyTo(newVertices, vertices.Length);
            vertices = newVertices;

            var newIndices = new ushort[indices.Length + indexList.Count];

            indices.CopyTo(newIndices, 0);
            indexList.CopyTo(newIndices, indices.Length);
            indices = newIndices;

            var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count];

            instancedVertices.CopyTo(newInstancingVertices, 0);
            for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++)
            {
                newInstancingVertices[i] = new InstancedVertex {
                    InstanceIndex = instanceIndex, TextureIndex = textureIndex
                }
            }
            ;
            instancedVertices = newInstancingVertices;

            vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
            instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
            instancingBuffer.SetData(instancedVertices);
            bindings    = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);

            vertexList.Clear();
            indexList.Clear();
            return(true);
        }
Ejemplo n.º 6
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        /// <summary>
        /// Constructs a new demo.
        /// </summary>
        /// <param name="game">Game owning this demo.</param>
        public DetectorVolumeDemo(DemosGame game)
            : base(game)
        {
            var model = game.Content.Load<Model>("tube");
            Vector3[] modelVertices;
            int[] modelIndices;
            ModelDataExtractor.GetVerticesAndIndicesFromModel(model, out modelVertices, out modelIndices);
            detectorVolume = new DetectorVolume(new TriangleMesh(new StaticMeshData(modelVertices, modelIndices)));
            Space.Add(detectorVolume);

            game.ModelDrawer.Add(detectorVolume.TriangleMesh);

            //The detector volume works on all of the entity types:
            //Convexes!
            testEntity = new Box(new Vector3(0, -10, 0), 1, 1, 1);

            //Compounds!
            //var bodies = new List<CompoundShapeEntry>
            //{
            //    new CompoundShapeEntry(new SphereShape(.5f), new Vector3(0, -8.2f, 0), 1),
            //    new CompoundShapeEntry(new SphereShape(.5f), new Vector3(0, -9f, 0), 1),
            //    new CompoundShapeEntry(new SphereShape(.5f), new Vector3(0, -9.8f, 0), 1)
            //};
            //testEntity = new CompoundBody(bodies);

            //Mobile meshes!
            //model = game.Content.Load<Model>("tube");
            //TriangleMesh.GetVerticesAndIndicesFromModel(model, out modelVertices, out modelIndices);
            //testEntity = new MobileMesh(modelVertices, modelIndices, new AffineTransform(new Vector3(.2f, .2f, .2f), Quaternion.Identity, new Vector3(0, -10, 0)), MobileMeshSolidity.Solid);

            testEntity.Tag = "noDisplayObject";
            displayBox = game.ModelDrawer.Add(testEntity);
            SetColor(0);
            game.ModelDrawer.IsWireframe = true;
            testEntity.LinearVelocity = new Vector3(0, 1, 0);
            Space.Add(testEntity);

            //The color of the entity will change based upon events.
            //The events don't pay attention to the causing events, so you can toss a ball through the volume to recolor the entity.
            detectorVolume.EntityBeganTouching += BeganTouching;
            detectorVolume.EntityStoppedTouching += StoppedTouching;
            detectorVolume.VolumeBeganContainingEntity += BeganContaining;
            detectorVolume.VolumeStoppedContainingEntity += StoppedContaining;

            game.Camera.Position = new Vector3(0, 0, 22);
            Space.ForceUpdater.Gravity = new Vector3();
        }
        public override void Add(ModelDisplayObject displayObject)
        {
            foreach (ModelDisplayObjectBatch batch in batches)
            {
                if (batch.Add(displayObject, this))
                    return;
            }
            //If we made it here, that means there was no batch that could handle the display object.
            //This could be because the batches were full, or it could be that this
            //display object is just really large (like a terrain) and violated the 
            //primitive count limit.

            //So throw the object in a new batch.
            //This will also allow a display object that is too large (like a 512x512 terrain) to be added to a batch,
            //so long as it is alone.

            var batchToAdd = new ModelDisplayObjectBatch(Game.GraphicsDevice);
            batches.Add(batchToAdd);
            batchToAdd.Add(displayObject, this);
        }
Ejemplo n.º 8
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        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public unsafe bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for duplicate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indexCount / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
            {
                return(false);
            }
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex  = displayObject.TextureIndex;

            //OUegheogh, this could just directly write into the batch's vertex/index cache rather than going through a list and recopy.
            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertexCount, indexCount, instanceIndex);
            vertexList.CopyTo(vertices, vertexCount);
            indexList.CopyTo(indices, indexCount);

            var newIndexCount  = indexCount + indexList.Count;
            var newVertexCount = vertexCount + vertexList.Count;

            for (int i = vertexCount; i < newVertexCount; i++)
            {
                instancedVertices[i] = new InstancedVertex {
                    InstanceIndex = instanceIndex, TextureIndex = textureIndex
                }
            }
            ;

            vertexBuffer.SetData(sizeof(VertexPositionNormalTexture) * vertexCount, vertices, vertexCount, vertexList.Count, sizeof(VertexPositionNormalTexture));
            instancedBuffer.SetData(sizeof(InstancedVertex) * vertexCount, instancedVertices, vertexCount, vertexList.Count, sizeof(InstancedVertex));
            indexBuffer.SetData(sizeof(ushort) * indexCount, indices, indexCount, indexList.Count);

            vertexCount = newVertexCount;
            indexCount  = newIndexCount;

            vertexList.Clear();
            indexList.Clear();
            return(true);
        }
        /// <summary>
        /// Adds a display object to the batch.
        /// </summary>
        /// <param name="displayObject">Display object to add.</param>
        /// <param name="drawer">Drawer of the batch.</param>
        public bool Add(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //In theory, don't need to test for dupliate entries since batch.Add
            //should only be called through a InstancedModelDrawer's add (which checks beforehand).
            if (displayObjects.Count == MaximumObjectsPerBatch ||
                ((indices.Length / 3 + displayObject.GetTriangleCountEstimate()) > MaximumPrimitiveCountPerBatch &&
                 displayObjects.Count > 0))
                return false;
            displayObjects.Add(displayObject);
            int instanceIndex = displayObjects.Count - 1;
            var textureIndex = displayObject.TextureIndex;
            displayObject.GetVertexData(vertexList, indexList, this, (ushort)vertices.Length, indices.Length, instanceIndex);
            //Add the data to the batch.
            var newVertices = new VertexPositionNormalTexture[vertices.Length + vertexList.Count];
            vertices.CopyTo(newVertices, 0);
            vertexList.CopyTo(newVertices, vertices.Length);
            vertices = newVertices;

            var newIndices = new ushort[indices.Length + indexList.Count];
            indices.CopyTo(newIndices, 0);
            indexList.CopyTo(newIndices, indices.Length);
            indices = newIndices;

            var newInstancingVertices = new InstancedVertex[instancedVertices.Length + vertexList.Count];
            instancedVertices.CopyTo(newInstancingVertices, 0);
            for (int i = instancedVertices.Length; i < newInstancingVertices.Length; i++)
                newInstancingVertices[i] = new InstancedVertex { InstanceIndex = instanceIndex, TextureIndex = textureIndex };
            instancedVertices = newInstancingVertices;

            vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
            vertexBuffer.SetData(vertices);
            instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
            instancingBuffer.SetData(instancedVertices);
            bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
            indexBuffer.SetData(indices);

            vertexList.Clear();
            indexList.Clear();
            return true;
        }
Ejemplo n.º 10
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        public override void Add(ModelDisplayObject displayObject)
        {
            foreach (ModelDisplayObjectBatch batch in batches)
            {
                if (batch.Add(displayObject, this))
                {
                    return;
                }
            }
            //If we made it here, that means there was no batch that could handle the display object.
            //This could be because the batches were full, or it could be that this
            //display object is just really large (like a terrain) and violated the
            //primitive count limit.

            //So throw the object in a new batch.
            //This will also allow a display object that is too large (like a 512x512 terrain) to be added to a batch,
            //so long as it is alone.

            var batchToAdd = new ModelDisplayObjectBatch(Game.GraphicsDevice);

            batches.Add(batchToAdd);
            batchToAdd.Add(displayObject, this);
        }
Ejemplo n.º 11
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 /// <summary>
 /// Removes a display object from the drawer.  Only use this if display object was added directly.
 /// </summary>
 /// <param name="displayObject">Object to remove.</param>
 public abstract void Remove(ModelDisplayObject displayObject);
Ejemplo n.º 12
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 /// <summary>
 /// Adds a display object directly to the drawer without being linked to a source.
 /// </summary>
 /// <param name="displayObject">Display object to add.</param>
 public abstract void Add(ModelDisplayObject displayObject);
 /// <summary>
 /// Adds a display object directly to the drawer without being linked to a source.
 /// </summary>
 /// <param name="displayObject">Display object to add.</param>
 public abstract void Add(ModelDisplayObject displayObject);
        public override void Remove(ModelDisplayObject displayObject)
        {
            ModelDisplayObjectBatch batch = displayObject.BatchInformation.Batch;

            batch.Remove(displayObject, this);
        }
Ejemplo n.º 15
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 void SetColor(int index)
 {
     //The model drawer requires a reset to change the color.
     Game.ModelDrawer.Remove(testEntity);
     displayBox = Game.ModelDrawer.GetDisplayObject(testEntity);
     displayBox.TextureIndex = index;
     Game.ModelDrawer.Add(displayBox);
 }
        /// <summary>
        /// Removes a display object from the batch.
        /// </summary>
        /// <param name="displayObject">Display object to remove.</param>
        /// <param name="drawer">Instanced model drawer doing the removal.</param>
        public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //Modify vertex buffer
            var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount];
            //Copy the first part back (before the display object)
            Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            vertices = newVertices;



            //Modify index buffer
            var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount];
            //Copy the first part back (before the display object)
            Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount,
                       newIndices, displayObject.BatchInformation.BaseIndexBufferIndex,
                       indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount));
            indices = newIndices;
            //The index buffer's data is now wrong though.  We deleted a bunch of vertices.
            //So go through the index buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++)
                indices[i] -= (ushort)displayObject.BatchInformation.VertexCount;

            //Modify instancing indices
            var newInstancedVertices = new InstancedVertex[instancedVertices.Length - displayObject.BatchInformation.VertexCount];
            //Copy the first part back (before the display object)
            Array.Copy(instancedVertices, 0, newInstancedVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(instancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newInstancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       instancedVertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            instancedVertices = newInstancedVertices;
            //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancedVertices.Length; i++)
                instancedVertices[i].InstanceIndex--;

            displayObjects.Remove(displayObject);
            //Move the subsequent display objects list indices and base vertices/indices.
            for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++)
            {
                DisplayObjects[i].BatchInformation.BatchListIndex--;
                DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount;
                DisplayObjects[i].BatchInformation.BaseIndexBufferIndex -= displayObject.BatchInformation.IndexCount;
            }
            // Tell ModelDisplayObject that it got removed (batch, indices).
            displayObject.ClearBatchReferences();


            //If there weren't any vertices, this batch is about to die.
            if (displayObjects.Count > 0)
            {
                vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
                vertexBuffer.SetData(vertices);

                instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
                instancingBuffer.SetData(instancedVertices);

                indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
                indexBuffer.SetData(indices);

                bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            }
        }
 /// <summary>
 /// Removes a display object from the drawer.  Only use this if display object was added directly.
 /// </summary>
 /// <param name="displayObject">Object to remove.</param>
 public abstract void Remove(ModelDisplayObject displayObject);
        /// <summary>
        /// Removes a display object from the batch.
        /// </summary>
        /// <param name="displayObject">Display object to remove.</param>
        /// <param name="drawer">Instanced model drawer doing the removal.</param>
        public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer)
        {
            //Modify vertex buffer
            var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation.VertexCount];

            //Copy the first part back (before the display object)
            Array.Copy(vertices, 0, newVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(vertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       vertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            vertices = newVertices;



            //Modify index buffer
            var newIndices = new ushort[indices.Length - displayObject.BatchInformation.IndexCount];

            //Copy the first part back (before the display object)
            Array.Copy(indices, 0, newIndices, 0, displayObject.BatchInformation.BaseIndexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(indices, displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount,
                       newIndices, displayObject.BatchInformation.BaseIndexBufferIndex,
                       indices.Length - (displayObject.BatchInformation.BaseIndexBufferIndex + displayObject.BatchInformation.IndexCount));
            indices = newIndices;
            //The index buffer's data is now wrong though.  We deleted a bunch of vertices.
            //So go through the index buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseIndexBufferIndex; i < indices.Length; i++)
            {
                indices[i] -= (ushort)displayObject.BatchInformation.VertexCount;
            }

            //Modify instancing indices
            var newInstancedVertices = new InstancedVertex[instancedVertices.Length - displayObject.BatchInformation.VertexCount];

            //Copy the first part back (before the display object)
            Array.Copy(instancedVertices, 0, newInstancedVertices, 0, displayObject.BatchInformation.BaseVertexBufferIndex);
            //Copy the second part back (after the display object)
            Array.Copy(instancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount,
                       newInstancedVertices, displayObject.BatchInformation.BaseVertexBufferIndex,
                       instancedVertices.Length - (displayObject.BatchInformation.BaseVertexBufferIndex + displayObject.BatchInformation.VertexCount));
            instancedVertices = newInstancedVertices;
            //Like with the index buffer, go through the buffer starting at the point of deletion and decrease the values appropriately.
            for (int i = displayObject.BatchInformation.BaseVertexBufferIndex; i < instancedVertices.Length; i++)
            {
                instancedVertices[i].InstanceIndex--;
            }

            displayObjects.Remove(displayObject);
            //Move the subsequent display objects list indices and base vertices/indices.
            for (int i = displayObject.BatchInformation.BatchListIndex; i < DisplayObjects.Count; i++)
            {
                DisplayObjects[i].BatchInformation.BatchListIndex--;
                DisplayObjects[i].BatchInformation.BaseVertexBufferIndex -= displayObject.BatchInformation.VertexCount;
                DisplayObjects[i].BatchInformation.BaseIndexBufferIndex  -= displayObject.BatchInformation.IndexCount;
            }
            // Tell ModelDisplayObject that it got removed (batch, indices).
            displayObject.ClearBatchReferences();


            //If there weren't any vertices, this batch is about to die.
            if (displayObjects.Count > 0)
            {
                vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
                vertexBuffer.SetData(vertices);

                instancingBuffer = new VertexBuffer(graphicsDevice, InstancedVertex.VertexDeclaration, instancedVertices.Length, BufferUsage.WriteOnly);
                instancingBuffer.SetData(instancedVertices);

                indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Length, BufferUsage.WriteOnly);
                indexBuffer.SetData(indices);

                bindings = new VertexBufferBinding[] { vertexBuffer, instancingBuffer };
            }
        }