adds the specified renderable to the cache . must be called in between a call to #begin and #end . all member objects might depending on possibilities be used by reference and should not change while the cache is used . if the renderable #bones member is not null then skinning is assumed and the renderable will be added as-is , byreference . otherwise the renderable will be merged with other renderables as much as possible , depending on the mesh #getvertexattributes , renderable #material and primitivetype in that order . the renderable #environment , renderable #shader and renderable #userdata values if any are removed . concode_field_sep MeshBuilder meshBuilder concode_elem_sep Array<Renderable> items concode_elem_sep RenderableSorter sorter concode_elem_sep Array<Mesh> usedMeshes concode_elem_sep FlushablePool<Renderable> renderablesPool concode_elem_sep FlushablePool<MeshPart> meshPartPool concode_elem_sep Array<Mesh> freeMeshes concode_elem_sep Array<Renderable> tmp concode_elem_sep MeshPool meshPool concode_elem_sep Array<Renderable> renderables concode_elem_sep Camera camera concode_elem_sep boolean building concode_field_sep Mesh obtain concode_elem_sep Mesh obtain concode_elem_sep Mesh obtain concode_elem_sep int compare concode_elem_sep void flush concode_elem_sep void flush concode_elem_sep void flush concode_elem_sep Renderable newObject concode_elem_sep MeshPart newObject concode_elem_sep void dispose concode_elem_sep void dispose concode_elem_sep void dispose concode_elem_sep void end concode_elem_sep void getRenderables concode_elem_sep void sort concode_elem_sep void begin concode_elem_sep void begin concode_elem_sep Renderable obtainRenderable
void function ( Renderable arg0 ) { if ( ! building ) throw new GdxRuntimeException ( "srini_string" ) ; if ( arg0 . bones == null ) items . add ( arg0 ) ; else renderables . add ( arg0 ) ; }