private void AddNew(ShaderResourceView texture, SpriteVertex data) { //Create new segment with initial values var newSegment = new SpriteSegment(); newSegment.Texture = texture; newSegment.Sprites.Add(data); sprites.Add(newSegment); //Create reference for segment in dictionary if (!textureSprites.ContainsKey(texture)) { textureSprites.Add(texture, new List <SpriteSegment>()); } textureSprites[texture].Add(newSegment); CheckForFullBuffer(); }
private void AddNew(object texture, SpriteVertexLayout.Struct data) { //Create new segment with initial values var newSegment = new SpriteSegment(); newSegment.Texture = texture; newSegment.Sprites.Add(data); sprites.Add(newSegment); //Create reference for segment in dictionary if (!textureSprites.ContainsKey(texture)) { textureSprites.Add(texture, new List <SpriteSegment>()); } textureSprites[texture].Add(newSegment); spriteCount++; CheckForFullBuffer(); }
private void AddIn(SpriteSegment segment, SpriteVertex data) { segment.Sprites.Add(data); CheckForFullBuffer(); }
private void AddIn(SpriteSegment segment, SpriteVertexLayout.Struct data) { segment.Sprites.Add(data); spriteCount++; CheckForFullBuffer(); }