internal void Begin(Matrix4x4 matrix) { _matrix = matrix; _currentMesh = null; _currentTexture = null; renderQueue = 0; }
private void BeginNewMesh(Texture2D texture) { if (_currentMesh != null) { _currentMesh.Flush(_currentTexture, shader, _matrix, layer, renderQueue); } var meshIndex = _meshes.IndexOf(_currentMesh) + 1; if (meshIndex == _meshes.Count) { _meshes.Add(new DrawBatchMesh()); } _currentMesh = _meshes[meshIndex]; _currentTexture = texture; renderQueue += 1; }