+ create_buffers();
+
+ if(!batches.empty() && batches.back().can_append(b.get_type()))
+ batches.back().append(b);
+ else
+ {
+ bool reallocate = (batches.size()==batches.capacity());
+ if(reallocate && ibuf)
+ {
+ for(vector<Batch>::iterator i=batches.end(); i!=batches.begin(); )
+ (--i)->use_buffer(0);
+ }
+
+ Batch *prev = (batches.empty() ? 0 : &batches.back());
+ batches.push_back(b);
+ if(ibuf)
+ {
+ if(reallocate)
+ {
+ prev = 0;
+ for(vector<Batch>::iterator i=batches.begin(); i!=batches.end(); ++i)
+ {
+ i->use_buffer(ibuf, prev);
+ prev = &*i;
+ }
+ }
+ else
+ batches.back().use_buffer(ibuf, prev);
+ }
+ }
+}
+
+void Mesh::set_winding(const WindingTest *w)
+{
+ winding = w;
+}
+
+void Mesh::draw(Renderer &renderer) const
+{
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ renderer.set_vertex_setup(&vtx_setup);
+ renderer.set_winding_test(winding);
+
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw(*i);
+}
+
+void Mesh::draw_instanced(Renderer &renderer, const VertexSetup &vs, unsigned count) const
+{
+ if(vs.get_vertex_array()!=&vertices)
+ throw invalid_argument("Mesh::draw_instanced");
+
+ if(manager)
+ {
+ manager->resource_used(*this);
+ if(disallow_rendering)
+ return;
+ }
+
+ renderer.set_vertex_setup(&vs);
+ renderer.set_winding_test(winding);
+
+ for(vector<Batch>::const_iterator i=batches.begin(); i!=batches.end(); ++i)
+ renderer.draw_instanced(*i, count);