69            array[num++] = (ushort)(num2 + 1);
 
   70            array[num++] = (ushort)(num2 + 2);
 
   71            array[num++] = (ushort)(num2 + 3);
 
   72            array[num++] = (ushort)(num2 + 2);
 
   73            array[num++] = (ushort)(num2 + 1);
 
 
  133        Draw(texture, position, sourceRectangle, color, rotation, origin, 
new Vector2(scale, scale), effects);
 
 
  140        if (sourceRectangle.HasValue)
 
  142            z = (float)sourceRectangle.Value.
Width * scale.
X;
 
  143            w = (float)sourceRectangle.Value.
Height * scale.
Y;
 
  147            z = (float)texture.
Width * scale.
X;
 
  148            w = (float)texture.
Height * scale.
Y;
 
  150        Draw(texture, 
new Vector4(position.
X, position.
Y, z, w), sourceRectangle, colors, rotation, origin, effects, 0f);
 
 
  155        Draw(texture, 
new Vector4(
destination.X, 
destination.Y, 
destination.Width, 
destination.Height), sourceRectangle, colors, rotation, origin, effects, 0f);
 
 
  161        if (sourceRectangle.HasValue)
 
  163            sourceRectangle2.X = sourceRectangle.Value.
X;
 
  164            sourceRectangle2.Y = sourceRectangle.Value.
Y;
 
  165            sourceRectangle2.Z = sourceRectangle.Value.
Width;
 
  166            sourceRectangle2.W = sourceRectangle.Value.
Height;
 
  170            sourceRectangle2.X = 0f;
 
  171            sourceRectangle2.Y = 0f;
 
  172            sourceRectangle2.Z = texture.
Width;
 
  173            sourceRectangle2.W = texture.
Height;
 
  176        texCoordTL.X = sourceRectangle2.X / (float)texture.
Width;
 
  177        texCoordTL.Y = sourceRectangle2.Y / (float)texture.
Height;
 
  179        texCoordBR.X = (sourceRectangle2.X + sourceRectangle2.
Z) / (
float)texture.
Width;
 
  180        texCoordBR.Y = (sourceRectangle2.Y + sourceRectangle2.
W) / (
float)texture.
Height;
 
  183            float y = texCoordBR.
Y;
 
  184            texCoordBR.Y = texCoordTL.
Y;
 
  189            float x = texCoordBR.
X;
 
  190            texCoordBR.X = texCoordTL.
X;
 
  193        QueueSprite(destinationRectangle, -origin, colors, sourceRectangle2, texCoordTL, texCoordBR, texture, depth, rotation);
 
 
  198        float num = origin.X / sourceRectangle.
Z;
 
  199        float num2 = origin.Y / sourceRectangle.
W;
 
  200        float x = destinationRect.
X;
 
  201        float y = destinationRect.
Y;
 
  202        float z = destinationRect.
Z;
 
  203        float w = destinationRect.
W;
 
  204        float num3 = num * z;
 
  205        float num4 = num2 * w;
 
  210            num5 = (float)
Math.
Cos(rotation);
 
  211            num6 = (float)
Math.
Sin(rotation);
 
 
  237        vertex.Position = pos;
 
  238        vertex.Color = color;
 
  239        vertex.TextureCoordinate = texCoord;
 
 
 
unsafe IndexBuffer Indices
 
unsafe void SetVertexBuffers(VertexBufferBinding *pBindings, int vertexBufferCount)
 
VertexBufferBinding[] GetVertexBuffers()
 
unsafe void SetVertexBuffer(VertexBuffer vertexBuffer, int vertexOffset)
 
TextureCollection Textures
 
unsafe void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices, int startIndex, int primitiveCount)
 
override void Dispose([MarshalAs(UnmanagedType.U1)] bool P_0)
 
override void Dispose([MarshalAs(UnmanagedType.U1)] bool P_0)
 
static double Cos(double d)
 
static double Sin(double a)
 
SpriteDrawBuffer(GraphicsDevice graphicsDevice, int defaultSize)
 
void CheckGraphicsDevice(GraphicsDevice graphicsDevice)
 
DynamicVertexBuffer vertexBuffer
 
void Draw(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, VertexColors color, float rotation, Vector2 origin, float scale, SpriteEffects effects)
 
void Draw(Texture2D texture, Vector2 position, Rectangle? sourceRectangle, VertexColors colors, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects)
 
VertexBufferBinding[] preBindVertexBuffers
 
void Draw(Texture2D texture, Vector2 position, VertexColors colors)
 
void QueueSprite(Vector4 destinationRect, Vector2 origin, VertexColors colors, Vector4 sourceRectangle, Vector2 texCoordTL, Vector2 texCoordBR, Texture2D texture, float depth, float rotation)
 
void Draw(Texture2D texture, Rectangle destination, Rectangle? sourceRectangle, VertexColors colors)
 
IndexBuffer preBindIndexBuffer
 
void PushVertex(Vector3 pos, Color color, Vector2 texCoord)
 
void Draw(Texture2D texture, Rectangle destination, Rectangle? sourceRectangle, VertexColors colors, float rotation, Vector2 origin, SpriteEffects effects)
 
static void SetVertex(ref VertexPositionColorTexture vertex, Vector3 pos, Color color, Vector2 texCoord)
 
void DrawRange(int index, int count)
 
void Draw(Texture2D texture, Rectangle destination, VertexColors colors)
 
void Draw(Texture2D texture, Vector4 destinationRectangle, Rectangle? sourceRectangle, VertexColors colors, float rotation, Vector2 origin, SpriteEffects effect, float depth)
 
void DrawSingle(int index)
 
GraphicsDevice graphicsDevice
 
static ushort[] GenIndexBuffer(int maxSprites)
 
VertexPositionColorTexture[] vertices