public BigMesh AllocateBigMeshForMaterial(MaterialDef matDef) { var it = MeshList.Find(it => it.matDef == matDef); if (it == null) { var textureIndex = -1; if (!matDef.nodraw) { textureIndex = AllocatedMaterialDefs.Count; AllocatedMaterialDefs.Add(matDef); } var newOne = new BigMesh { matDef = matDef, textureIndex = textureIndex, }; MeshList.Add(newOne); return(newOne); } else { return(it); } }