private void ensureCapacity(int vertexCount) { const int maxVertexCount = ushort.MaxValue; if (currentStreams.Vertices.Count + vertexCount <= maxVertexCount) { return; } currentStreams = batcher.AllocateBatch().Data; }
public ExpandingIndexedTrianglesMeshBuilder() { batcher = new Batcher <Streams>(Streams.Create); currentStreams = batcher.AllocateBatch().Data; }