terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ RenderVertexArray()

void Microsoft.Xna.Framework.Graphics.SpriteBatcher.RenderVertexArray ( Effect effect,
Texture2D texture,
EffectPass overloadEffectPass,
Vector3 position,
Vector3 scale )
inlineprivate

Definition at line 310 of file SpriteBatcher.cs.

311 {
312 if (overloadEffectPass != null)
313 {
314 GraphicsDevice device = this._device;
315 List<Vector3> positions = this._positions;
316 List<Vector2> uvs = this._uvs;
318 List<int> indices = this._indices;
319 return;
320 }
322 bool flag = enumerator.MoveNext();
324 if (texture == null || texture != null)
325 {
326 textures.<Name>k__BackingField = texture;
327 GraphicsDevice device2 = this._device;
329 List<Vector2> uvs2 = this._uvs;
332 return;
333 }
334 throw new ArrayTypeMismatchException();
335 }
class f__AnonymousType0<< Count > j__TPar

References Microsoft.Xna.Framework.Graphics.SpriteBatcher._colours, Microsoft.Xna.Framework.Graphics.SpriteBatcher._device, Microsoft.Xna.Framework.Graphics.SpriteBatcher._indices, Microsoft.Xna.Framework.Graphics.SpriteBatcher._positions, Microsoft.Xna.Framework.Graphics.SpriteBatcher._uvs, j__TPar, Microsoft.Xna.Framework.Graphics.EffectPassCollection.Enumerator.MoveNext(), System.Name, and Microsoft.Xna.Framework.Graphics.GraphicsDevice.Textures.