class RenderBuffer { public: static int VerticesToBeStored; static int IndicesToBeStored; static void ClearRenderBuffer(void); static void StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart); static void StopStoring(void); static void RenderStuffInBuffer(void); }; #define TEMPBUFFERVERTSIZE 512 #define TEMPBUFFERINDEXSIZE 1024 struct VertexBufferUnion { RwIm2DVertex im2d[TEMPBUFFERVERTSIZE]; RwIm3DVertex im3d[TEMPBUFFERVERTSIZE]; }; extern int32 TempBufferVerticesStored; extern int32 TempBufferIndicesStored; extern VertexBufferUnion TempVertexBuffer; #define TempBufferRenderVertices (TempVertexBuffer.im3d) extern RwImVertexIndex TempBufferRenderIndexList[TEMPBUFFERINDEXSIZE];