public void BuildQuake3Patches(int vertOffset, int indexOffset) { // Loop through the patches int currVertOffset = vertOffset; int currIndexOffset = indexOffset; HardwareVertexBuffer vbuf = vertexData.vertexBufferBinding.GetBuffer(0); for (int i = 0; i < patches.Count; i++) { PatchSurface ps = (PatchSurface)patches[i]; ps.Build(vbuf, currVertOffset, indexes, currIndexOffset); currVertOffset += ps.RequiredVertexCount; currIndexOffset += ps.RequiredIndexCount; } }