public static void Update()
        {
            Command.Clear();
            if (m_staticRenderList.Count > 0 || m_dynamicRenderList.Count > 0)
            {
                //DepthSort(ref m_staticRenderList);
                //DepthSort(ref m_dynamicRenderList);
                for (int i = 0; i < m_staticRenderList.Count; i++)
                {
                    Texture _texture = m_staticRenderList.Count <= 0 ? m_dynamicRenderList[0].HUDSprite.texture : m_staticRenderList[0].HUDSprite.texture;
                    m_material.SetTexture("_MainTex", _texture);
                    Command.DrawMesh(m_staticRenderList[i].Merge(), Matrix4x4.identity, m_material);
                }

                if (m_disposeList.Count > 0)
                {
                    for (int i = 0; i < m_disposeList.Count; i++)
                    {
                        // 暂时只有动态列表里有需要被计时释放的网格
                        m_dynamicRenderList.Remove(m_disposeList[i]);
                        m_disposeList[i].Recycle();
                    }
                    m_disposeList.Clear();
                }
            }
        }