private void UpdateList() { BufferList.BeginUpdate(); BufferList.Items.Clear(); var allocations = _sceneManager.Value?.GetCurrentAllocationInformation(); if (allocations != null) { for (var i = 0; i < allocations.Count; i++) { var alloc = allocations[i]; for (var j = 0; j < alloc.Count; j++) { var ba = new BufferAllocation(i, j, alloc[j]); BufferList.Items.Add(ba); } } } BufferList.EndUpdate(); }