void TransformTriangles(Matrix matrix, int start=0, int end=-1)
readonly DynamicArray< int > TriangleIndices
readonly DynamicArray< VertexPositionColorTexture > TriangleVertices
void TransformTrianglesColors(Color color, int start=0, int end=-1)
void QueueQuad(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float depth, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Vector2 texCoord4, Color color1, Color color2, Color color3, Color color4)
void QueueQuad(Vector2 corner1, Vector2 corner2, float depth, Vector2 texCoord1, Vector2 texCoord2, Color color)
void QueueTriangle(Vector2 p1, Vector2 p2, Vector2 p3, float depth, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Color color1, Color color2, Color color3)
void QueueTriangle(Vector2 p1, Vector2 p2, Vector2 p3, float depth, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Color color)
void QueueBatch(TexturedBatch2D batch, Matrix? matrix=null, Color? color=null)
void QueueQuad(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float depth, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Vector2 texCoord4, Color color)
void Flush(bool clearAfterFlush=true)