#pragma region DynamicVertexBuffer Helper Functions void DXScreenRenderer::AddVertex(Vertex vertex, ID3D11Texture2D* textureUsed) { if (DynamicVertexLastTextureUsed != textureUsed && DynamicVertexLastTextureUsed != nullptr) { Flush(); } if (DynamicVertexBufferCounter < DynamicVertexBufferSize) { DynamicVertexLastTextureUsed = textureUsed; DynamicVertexBufferCache[DynamicVertexBufferSize] = vertex; DynamicVertexBufferCounter++; } else { Flush(); } } void DXScreenRenderer::Flush() { // Do magical things with buffer here <--> // Clear buffer DynamicVertexBufferCounter = 0; memset(DynamicVertexBufferCache, 0, sizeof(Vertex)*DynamicVertexBufferSize); } #pragma endregion