public void Flush() { if (rendererID == "WorldSpriteRenedrer") { } if (nv > 0) { for (var i = 0; i < ns; i++) { shader.SetTexture("Texture{0}".F(i), sheets[i].AssignOrGetOrSetDataGLTexture()); sheets[i] = null; } for (var i = 0; i < ns2d; i++) { shader.SetTexture("Texture2D{0}".F(i), sheets2d[i].AssignOrGetOrSetDataGLTexture()); sheets2d[i] = null; } renderer.Context.SetBlendMode(currentBlend); shader.PrepareRender(); renderer.DrawBatchForVertexesSpriteRendererClasses(vertices, nv, PrimitiveType.TriangleList); renderer.Context.SetBlendMode(BlendMode.None); nv = 0; ns = 0; ns2d = 0; } }