optimize mesh sprite index buffer
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				|  | @ -6,6 +6,15 @@ namespace Kav | |||
|     public class MeshSprite | ||||
|     { | ||||
|         private static readonly int PixelScale = 40; | ||||
|         private static readonly short[] Indices = new short[] | ||||
|         { | ||||
|             0, | ||||
|             1, | ||||
|             2, | ||||
|             1, | ||||
|             3, | ||||
|             2 | ||||
|         }; | ||||
| 
 | ||||
|         public IndexBuffer IndexBuffer { get; } | ||||
|         public VertexBuffer VertexBuffer { get; } | ||||
|  | @ -29,7 +38,7 @@ namespace Kav | |||
| 				6, | ||||
| 				BufferUsage.WriteOnly | ||||
| 			); | ||||
|             IndexBuffer.SetData(GenerateIndexArray()); | ||||
|             IndexBuffer.SetData(Indices); | ||||
| 
 | ||||
|             VertexBuffer = new VertexBuffer( | ||||
|                 graphicsDevice, | ||||
|  | @ -56,7 +65,7 @@ namespace Kav | |||
| 				6, | ||||
| 				BufferUsage.WriteOnly | ||||
| 			); | ||||
|             IndexBuffer.SetData(GenerateIndexArray()); | ||||
|             IndexBuffer.SetData(Indices); | ||||
| 
 | ||||
|             VertexBuffer = new VertexBuffer( | ||||
|                 graphicsDevice, | ||||
|  | @ -67,18 +76,6 @@ namespace Kav | |||
|             VertexBuffer.SetData(GenerateVertexArray(Texture)); | ||||
|         } | ||||
| 
 | ||||
|         private static short[] GenerateIndexArray() | ||||
| 		{ | ||||
| 			short[] result = new short[6]; | ||||
|             result[0] = 0; | ||||
|             result[1] = 1; | ||||
|             result[2] = 2; | ||||
|             result[3] = 1; | ||||
|             result[4] = 3; | ||||
|             result[5] = 2; | ||||
| 			return result; | ||||
| 		} | ||||
| 
 | ||||
|         private static VertexPositionNormalTexture[] GenerateVertexArray(Texture2D texture) | ||||
|         { | ||||
|             VertexPositionNormalTexture[] result = new VertexPositionNormalTexture[4]; | ||||
|  |  | |||
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