void renderTextureMesh(RenderState renderState, Int16List ixList, Float32List vxList)

Source

void renderTextureMesh(
    RenderState renderState,
    Int16List ixList, Float32List vxList) {

  var alpha = renderState.globalAlpha;
  var matrix = renderState.globalMatrix;
  var ixListCount = ixList.length;
  var vxListCount = vxList.length >> 2;

  // check buffer sizes and flush if necessary

  var ixData = renderBufferIndex.data;
  var ixPosition = renderBufferIndex.position;
  if (ixPosition + ixListCount >= ixData.length) flush();

  var vxData = renderBufferVertex.data;
  var vxPosition = renderBufferVertex.position;
  if (vxPosition + vxListCount * 5 >= vxData.length) flush();

  var ixIndex = renderBufferIndex.position;
  var vxIndex = renderBufferVertex.position;
  var vxCount = renderBufferVertex.count;

  // copy index list

  for (var i = 0; i < ixListCount; i++) {
    ixData[ixIndex + i] = vxCount + ixList[i];
  }

  renderBufferIndex.position += ixListCount;
  renderBufferIndex.count += ixListCount;

  // copy vertex list

  var ma = matrix.a;
  var mb = matrix.b;
  var mc = matrix.c;
  var md = matrix.d;
  var mx = matrix.tx;
  var my = matrix.ty;

  for (var i = 0, o = 0; i < vxListCount; i++, o += 4) {
    num x = vxList[o + 0];
    num y = vxList[o + 1];
    vxData[vxIndex + 0] = mx + ma * x + mc * y;
    vxData[vxIndex + 1] = my + mb * x + md * y;
    vxData[vxIndex + 2] = vxList[o + 2];
    vxData[vxIndex + 3] = vxList[o + 3];
    vxData[vxIndex + 4] = alpha;
    vxIndex += 5;
  }

  renderBufferVertex.position += vxListCount * 5;
  renderBufferVertex.count += vxListCount;
}