/// <summary> /// Sends the triangle list to the graphics device. Here is where the actual drawing starts. /// </summary> /// <param name="start">Start index of vertices to draw. Not used except to compute the count of vertices to draw.</param> /// <param name="end">End index of vertices to draw. Not used except to compute the count of vertices to draw.</param> private void FlushVertexArray(int start, int end) { if (start == end) { return; } var vertexCount = end - start; // We are now assuming we effects are set in advance //var passes = effect.CurrentTechnique.Passes; //foreach (var pass in passes) //{ // pass.Apply(); //effect.OnApply(); //_device.DrawUserIndexedPrimitives( // PrimitiveType.TriangleList, // _vertexArray, // 0, // vertexCount, // _index, // 0, // (vertexCount / 4) * 2, // VertexPositionColorTexture.VertexDeclaration); //_vertexArray.Trim(vertexCount); _device.DrawSpritePrimitives( _vertexArray, vertexCount); //} }