more structured-looking way of adding a vertex but potentially wasteful . the vo 's taken in as arguments are only used to read the values they hold no references are kept to them . return 's newly added vertex 's index if hasuvs , hasnormals , or hascolors was set to false , their corresponding arguments are just ignored . concode_field_sep Color4BufferList _colors concode_elem_sep boolean _hasUvs concode_elem_sep boolean _hasNormals concode_elem_sep boolean _hasColors concode_elem_sep Number3dBufferList _normals concode_elem_sep Number3dBufferList _points concode_elem_sep UvBufferList _uvs concode_field_sep UvBufferList uvs concode_elem_sep int size concode_elem_sep boolean hasColors concode_elem_sep boolean hasNormals concode_elem_sep Vertices clone concode_elem_sep void overwriteNormals concode_elem_sep void overwriteVerts concode_elem_sep boolean hasUvs concode_elem_sep Number3dBufferList normals concode_elem_sep Color4BufferList colors concode_elem_sep int capacity concode_elem_sep Number3dBufferList points
short function ( Number3d arg0 , Uv arg1 , Number3d arg2 , Color4 arg3 ) { _points . add ( arg0 ) ; if ( _hasUvs ) _uvs . add ( arg1 ) ; if ( _hasNormals ) _normals . add ( arg2 ) ; if ( _hasColors ) _colors . add ( arg3 ) ; return ( short ) ( _points . size ( ) - 1 ) ; }