protected int AllocateValidAndVisibleRenderable() { int next = GetNextInvalidIndex(); cVisible[next]._valid = true; cVisible[next]._visible = true; cRenderKeys[next] = new RenderKey(0); cSceneVis[next]._renderFilter = RenderFilter.All; cSceneVis[next]._drawGroup = new DrawGroup(); return(next); }
public KeyIndex(RenderKey key, int itemIndex) { Key = key; ItemIndex = itemIndex; }