private void AddSlotIndicesAndVertices(float[] uvs) { if (isNormalTriangleWindingOrder) { currentBatch.AddIndices(); } else { currentBatch.AddIndicesReversedWinding(); } currentBatch.verticesColorUV[currentBatch.verticesIndex++] = GetTopLeftVertex(uvs); currentBatch.verticesColorUV[currentBatch.verticesIndex++] = GetBottomLeftVertex(uvs); currentBatch.verticesColorUV[currentBatch.verticesIndex++] = GetBottomRightVertex(uvs); currentBatch.verticesColorUV[currentBatch.verticesIndex++] = GetTopRightVertex(uvs); }