private void AddNew(object texture, VerticeSpriteSpecific data) { if (texture == null) { return; } lock (_textureSprites) { // Create new segment with initial values var newSegment = new SpriteSegment { Texture = texture, Sprites = { data } }; _sprites.Add(newSegment); // Create reference for segment in dictionary if (!_textureSprites.ContainsKey(texture)) { // Thread.Sleep(100); _textureSprites.Add(texture, new List <SpriteSegment>()); // Task.Run(() => AcToolsLogging.Write(s)); } _textureSprites[texture].Add(newSegment); _spriteCount++; CheckForFullBuffer(); } }
private void AddNew(object texture, VerticeSpriteSpecific data) { // Create new segment with initial values var newSegment = new SpriteSegment { Texture = texture, Sprites = { data } }; _sprites.Add(newSegment); // Create reference for segment in dictionary if (!_textureSprites.ContainsKey(texture)) { _textureSprites.Add(texture, new List <SpriteSegment>()); } _textureSprites[texture].Add(newSegment); _spriteCount++; CheckForFullBuffer(); }
private void AddIn(SpriteSegment segment, VerticeSpriteSpecific data) { segment.Sprites.Add(data); _spriteCount++; CheckForFullBuffer(); }