public PrimitiveManager(MDL0Object* polygon, AssetStorage assets, IMatrixNode[] nodes, MDL0ObjectNode p)
        {
            _polygon = p;

            byte*[] pAssetList = new byte*[12];
            byte*[] pOutList = new byte*[12];
            int id;

            //This relies on the header being accurate!
            _indices = new UnsafeBuffer(2 * (_pointCount = polygon->_numVertices));
            _faceCount = polygon->_numFaces;

            //Compile decode script by reading the polygon def list
            //This sets how to read the facepoints
            ElementDescriptor desc = new ElementDescriptor(polygon);

            //Grab asset lists in sequential order.
            if ((id = polygon->_vertexId) >= 0 && desc.HasData[0] && assets.Assets[0] != null)
            {
                pOutList[0] = (byte*)(_faceData[0] = new UnsafeBuffer(12 * _pointCount)).Address;
                pAssetList[0] = (byte*)assets.Assets[0][id].Address;
            }
            if ((id = polygon->_normalId) >= 0 && desc.HasData[1] && assets.Assets[1] != null)
            {
                pOutList[1] = (byte*)(_faceData[1] = new UnsafeBuffer(12 * _pointCount)).Address;
                pAssetList[1] = (byte*)assets.Assets[1][id].Address;
            }
            for (int i = 0, x = 2; i < 2; i++, x++)
                if ((id = ((bshort*)polygon->_colorIds)[i]) >= 0 && desc.HasData[x] && assets.Assets[2] != null)
                {
                    pOutList[x] = (byte*)(_faceData[x] = new UnsafeBuffer(4 * _pointCount)).Address;
                    pAssetList[x] = (byte*)assets.Assets[2][id].Address;
                }
            for (int i = 0, x = 4; i < 8; i++, x++)
                if ((id = ((bshort*)polygon->_uids)[i]) >= 0 && desc.HasData[x] && assets.Assets[3] != null)
                {
                    pOutList[x] = (byte*)(_faceData[x] = new UnsafeBuffer(8 * _pointCount)).Address;
                    pAssetList[x] = (byte*)assets.Assets[3][id].Address;
                }

            //Extract primitives, using our descriptor and asset lists
            fixed (byte** pOut = pOutList)
            fixed (byte** pAssets = pAssetList)
                ExtractPrimitives(polygon, ref desc, pOut, pAssets);

            //Compile merged vertex list
            _vertices = desc.Finish((Vector3*)pAssetList[0], nodes);

            ushort* pIndex = (ushort*)_indices.Address;
            for (int x = 0; x < _pointCount; x++)
                if (pIndex[x] >= 0 && pIndex[x] < _vertices.Count)
                    _vertices[pIndex[x]]._faceDataIndices.Add(x);
        }