render(sprite)
    {
        // TODO set blend modes..
        // check texture..
        if (this.currentIndex >= this.size)
        {
            this.flush();
        }

        // get the uvs for the texture

        // if the uvs have not updated then no point rendering just yet!
        if (!sprite._texture._uvs)
        {
            return;
        }

        // push a texture.
        // increment the batchsize
        this.sprites[this.currentIndex++] = sprite;
    }
/**
     * Renders the sprite object.
     *
     * @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch
     */
Renders the sprite object.
@param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch
Renders the sprite object . @param { PIXI . Sprite } sprite - the sprite to render when using this spritebatch
render(sprite)
    {
        if (this.currentIndex >= this.size)
        {
            this.flush();
        }
        if (!sprite._texture._uvs)
        {
            return;
        }
        this.sprites[this.currentIndex++] = sprite;
    }
render ( sprite ) { if ( this . currentIndex >= this . size ) { this . flush ( ) ; } if ( ! sprite . _texture . _uvs ) { return ; } this . sprites [ this . currentIndex ++ ] = sprite ; }
Renders the sprite object.
Renders the sprite object .
// TODO set blend modes.. // check texture.. // get the uvs for the texture // if the uvs have not updated then no point rendering just yet! // push a texture. // increment the batchsize