diff --git a/MLEM/Misc/StaticSpriteBatch.cs b/MLEM/Misc/StaticSpriteBatch.cs
index 7def0ea..39cc795 100644
--- a/MLEM/Misc/StaticSpriteBatch.cs
+++ b/MLEM/Misc/StaticSpriteBatch.cs
@@ -7,7 +7,7 @@ using MLEM.Extensions;
namespace MLEM.Misc {
///
/// A static sprite batch is a variation of that keeps all batched items in a , allowing for them to be drawn multiple times.
- /// To add items to a static sprite batch, use to clear currently batched items, to begin batching, Add and its various overloads to add batch items, to remove them again, and to end batching.
+ /// To add items to a static sprite batch, use to begin batching, to clear currently batched items, Add and its various overloads to add batch items, to remove them again, and to end batching.
/// To draw the batched items, call .
///
public class StaticSpriteBatch : IDisposable {
@@ -43,7 +43,6 @@ namespace MLEM.Misc {
///
/// Begins batching.
/// Call this method before calling Add or any of its overloads.
- /// Note that, if was not called, items that are batched will be appended to the existing batch.
///
/// Thrown if this batch is currently batching already
public void BeginBatch() {
@@ -109,19 +108,6 @@ namespace MLEM.Misc {
}
}
- ///
- /// Clears the batch, removing all currently batched vertices.
- /// After this operation, will return 0.
- ///
- /// Thrown if this batch is currently batching
- public void ClearBatch() {
- if (this.batching)
- throw new InvalidOperationException("Cannot clear while batching");
- this.vertices.Clear();
- this.texture = null;
- this.batchChanged = true;
- }
-
///
/// Draws this batch's content onto the 's current render target (or the back buffer) with the given settings.
/// Note that this method should not be called while a regular is currently active.
@@ -340,6 +326,19 @@ namespace MLEM.Misc {
return false;
}
+ ///
+ /// Clears the batch, removing all currently batched vertices.
+ /// After this operation, will return 0.
+ ///
+ /// Thrown if this method is called before was called
+ public void ClearBatch() {
+ if (!this.batching)
+ throw new InvalidOperationException("Not batching");
+ this.vertices.Clear();
+ this.texture = null;
+ this.batchChanged = true;
+ }
+
///
public void Dispose() {
this.spriteEffect.Dispose();