private dfRenderData compileMasterBuffer() { this.submeshes.Clear(); masterBuffer.Clear(); for (int i = 0; i < this.drawCallCount; i++) { this.submeshes.Add(masterBuffer.Triangles.Count); dfRenderData buffer = this.drawCallBuffers[i]; if (this.generateNormals && (buffer.Normals.Count == 0)) { this.generateNormalsAndTangents(buffer); } masterBuffer.Merge(buffer, false); } masterBuffer.ApplyTransform(base.transform.worldToLocalMatrix); return(masterBuffer); }