public BaseSpriteBatch() { m_vertexBuffer = new VertexBufferPCT(BufferUsageHint.DynamicDraw); m_vertices = new VertexPCT[100 * 4]; m_verticesCount = 0; m_previousVerticesCount = 0; m_active = false; m_drawQueue = new BatchItem[20]; m_queueCount = 0; m_activeItem = new BatchItem(); m_activeItem.Texture = null; m_activeItem.Count = 0; }
protected virtual void Dispose(bool disposing) { if (!m_disposed) { if (disposing) { m_vertexBuffer.Dispose(); m_vertexBuffer = null; } m_disposed = true; } }