using System; using Microsoft.Xna.Framework.Graphics; namespace MonoGame.Extended.Graphics { public class DynamicGeometryBuffer : GeometryBuffer where TVertexType : struct, IVertexType { /// /// Initializes a new instance of the class. /// /// The graphics device. /// The maximum number of vertices. /// The maximum number of indices. /// is null. /// /// is 0, or, is /// 0. /// /// /// /// For best performance, use for geometry which changes /// frame-to-frame and for geoemtry which does not change /// frame-to-frame, or changes infrequently between frames. /// /// /// Memory will be allocated for the vertex and index array buffers in proportion to /// and respectively. /// /// public DynamicGeometryBuffer(GraphicsDevice graphicsDevice, ushort maximumVerticesCount, ushort maximumIndicesCount) : base(graphicsDevice, GeometryBufferType.Dynamic, maximumVerticesCount, maximumIndicesCount) { } } }